WO2022030099A1 - Computer system and game system - Google Patents

Computer system and game system Download PDF

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Publication number
WO2022030099A1
WO2022030099A1 PCT/JP2021/021940 JP2021021940W WO2022030099A1 WO 2022030099 A1 WO2022030099 A1 WO 2022030099A1 JP 2021021940 W JP2021021940 W JP 2021021940W WO 2022030099 A1 WO2022030099 A1 WO 2022030099A1
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WO
WIPO (PCT)
Prior art keywords
team
adjustment
game
suppression
intermediate base
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PCT/JP2021/021940
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French (fr)
Japanese (ja)
Inventor
海斗 山内
哲 今城
Original Assignee
株式会社バンダイナムコエンターテインメント
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Application filed by 株式会社バンダイナムコエンターテインメント filed Critical 株式会社バンダイナムコエンターテインメント
Publication of WO2022030099A1 publication Critical patent/WO2022030099A1/en
Priority to US18/105,473 priority Critical patent/US20230182017A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets

Definitions

  • the present invention relates to a computer system or the like that controls the progress of a predetermined game.
  • a team battle type game in which teams composed of a plurality of players compete against each other is known.
  • a team in which each player divided into two teams operates a player character sorties from the sortie base of the own team set in the game space, and occupies the sortie base of the other team first.
  • An example of a winning team-based game is disclosed.
  • the problem to be solved by the present invention is to provide a mechanism capable of changing the situation in a team battle game.
  • the first disclosure for solving the above problems is A computer system that controls the progress of a game in which the first team and the second team engage in battle.
  • the first gauge whose gauge value increases or decreases according to the main team parameter value and / or the game progress status of the first team, and the main team parameter value and / or the game progress of the second team of the second team.
  • a gauge display control unit that displays and controls the second gauge whose gauge value increases or decreases according to the situation
  • An adjustment control unit that controls to adjust the difficulty of suppressing the intermediate base based on the gauge value of the first gauge and the gauge value of the second gauge. It is a computer system equipped with.
  • the second disclosure is The intermediate base is a position that can be reached with a reach that is shorter than the reach to the second team headquarters when viewed from the first team headquarters, and the first base is a position that can be reached from the second team headquarters. It is in a position that can be reached with a shorter reach than the reach to the team headquarters, It is a computer system.
  • the inferior team controls the intermediate base closer to the opponent team's main team than the own team's main team and own team.
  • This intermediate base can be used to capture the main team of the opponent team.
  • the adjustment control unit changes the suppression difficulty level based on the difference between the gauge value of the first gauge and the gauge value of the second gauge. It is a computer system.
  • the degree of inferiority can be determined based on the difference in gauge values of each team, and the difficulty of suppression can be changed according to the degree of inferiority. For example, the greater the degree of inferiority, the greater the degree of change in the difficulty of suppression, and it is possible to make it easier to suppress the intermediate base.
  • the adjustment control unit changes the battle parameter value of the team that controls the intermediate base and / or changes the battle parameter value of the team that does not control the intermediate base to control the difficulty level. adjust, It is a computer system.
  • the difficulty of suppressing the intermediate base by changing the battle parameter value of the team. For example, by changing the battle parameter values of each team so as to be relatively close to each other, as a result, the difficulty of suppressing the intermediate base is adjusted so that the inferior team can easily suppress it.
  • the adjustment control unit adjusts the suppression difficulty level by changing the battle parameter value of a given character belonging to the team that does not suppress the intermediate base. It is a computer system.
  • the intermediate base can be easily controlled by the team as a result.
  • the difficulty level of suppression will be changed.
  • the adjustment control unit adjusts the suppression difficulty level by changing a given suppression condition for suppressing the intermediate base. It is a computer system.
  • the difficulty of suppression can be adjusted by changing the suppression conditions of the intermediate base. For example, by changing the suppression condition to be relaxed, it can be adjusted to lower the suppression difficulty level, and by changing it to be stricter, it can be adjusted to increase the suppression difficulty level. ..
  • the adjustment control unit has an adjustment degree changing unit that variably controls the adjustment degree when adjusting the suppression difficulty level. It is a computer system.
  • the present disclosure it is possible to variably control the degree of adjustment when adjusting the difficulty of suppressing the intermediate base. As a result, for example, it is possible to finely adjust the difficulty level of suppression according to the degree of inferiority of the inferior team.
  • the eighth disclosure is A plurality of the intermediate bases are arranged in the game space, and the intermediate bases are arranged in the game space.
  • the adjustment degree changing unit changes the adjustment degree related to each intermediate base based on the arrangement position of the intermediate base in the game space. It is a computer system.
  • the adjustment degree changing unit makes the adjustment degree of the intermediate base having a relatively short reach to the main team of the first team or the second team smaller than the adjustment degree of the intermediate base having a relatively long reach. , It is a computer system.
  • the intermediate base whose reach to the main team of any team is relatively closer It is possible to reduce the degree of adjustment of the suppression difficulty of. This makes it more difficult to control an intermediate base closer to the opponent team's main team than to control an intermediate base farther away. For each other's team, it is possible to prevent the difficulty of capturing the other team from being easily reduced.
  • the adjustment degree changing unit includes any one of the type, level, rarity value, attribute, and combat ability value of the character belonging to the first team (hereinafter collectively referred to as "property") and the second team.
  • the degree of adjustment is changed based on the characteristics of the character belonging to. It is a computer system.
  • the eleventh disclosure is The adjustment degree changing unit is based on the total value of the first team based on the characteristics of the character belonging to the first team and the total value of the second team based on the characteristics of the character belonging to the second team. To change the degree of adjustment, It is a computer system.
  • the degree of adjustment of the control difficulty of the intermediate base is adjusted based on the difference in the total value of the team based on the characteristics of the characters belonging to each team. Can be changed. As a result, it is possible to regard the difference in the total value of the team as the degree of inferiority and adjust the difficulty of suppressing the intermediate base according to the degree of inferiority.
  • the twelfth disclosure is The adjustment degree changing unit changes the adjustment degree based on the combination of the characters belonging to the first team and the combination of the characters belonging to the second team. It is a computer system.
  • the degree of adjustment of the control difficulty level of the intermediate base based on the combination of characters belonging to each team. For example, when a combination of a specific character is included in a character belonging to an inferior team, the degree of adjustment of the suppression difficulty can be increased.
  • the combination of characters is, for example, a combination based on the property that N or more characters having the same attribute are included.
  • the degree of adjustment may be changed depending on the difference between the number of characters of the same attribute belonging to the inferior team and the number of characters of the same attribute belonging to the superior team.
  • the thirteenth disclosure is The adjustment degree changing unit is based on a formation based on the arrangement position of the character belonging to the first team in the game space and a formation based on the arrangement position of the character belonging to the second team in the game space. To change the degree of adjustment, It is a computer system.
  • the degree of adjustment of the suppression difficulty of the intermediate base based on the formation based on the arrangement position of the characters belonging to each team in the game space. For example, when the placement position of the character of the inferior team is in a specific formation, the degree of change in the suppression difficulty can be increased.
  • the formation of a character is a formation such as a cross-shaped arrangement or a linear arrangement.
  • the 14th disclosure is The adjustment degree changing unit changes the adjustment degree based on the progress of the game. It is a computer system.
  • the fifteenth disclosure is A plurality of the intermediate bases are arranged in the game space, and the intermediate bases are arranged in the game space.
  • the adjustment degree changing unit changes the adjustment degree based on the suppression status of the intermediate base of each team. It is a computer system.
  • the adjustment degree of the suppression difficulty of the intermediate base can be changed based on the suppression status of the intermediate base of each team.
  • the smaller the number of intermediate bases that the inferior team has already controlled the greater the degree of adjustment, making it easier for the inferior team to control the intermediate bases and supporting the capture of the opponent team. It becomes possible to do.
  • the 16th disclosure is The adjustment degree changing unit changes the adjustment degree based on the elapsed time of the game. It is a computer system.
  • the adjustment degree of the suppression difficulty of the intermediate base can be changed based on the elapsed time of the game.
  • the inferior team can be given a chance to overcome the inferior situation at once just before the end of the game, and the inferior team feels nervous until the end. It will be possible to have a game.
  • the 17th disclosure is The server system, which is the above computer system, and An operation terminal on which each player who operates a character belonging to each team plays a game, It is a game system equipped with.
  • Game system configuration example Schematic diagram of the game. An example of a game map. An example of a game screen. An explanatory diagram of the suppression of intermediate bases. An explanatory diagram of the suppression of intermediate bases. An example of the adjustment level setting table. An example of a suppression difficulty adjustment table. An example of a suppression difficulty adjustment table. An example of a suppression difficulty adjustment table. An example of the adjustment degree setting table. An example of the adjustment degree setting table. An example of the adjustment degree setting table. An example of the adjustment degree setting table. An example of the adjustment degree setting table. An example of the adjustment degree setting table. An example of the adjustment degree setting table. An example of the adjustment degree setting table. An example of the adjustment degree setting table. An example of the adjustment degree setting table. An example of the adjustment degree setting table. Functional configuration diagram of the server system. An example of player management data. An example of game initialization data. An example of play data. Function configuration diagram of the operation terminal. Flowchart of game processing.
  • FIG. 1 is a diagram showing an example of the configuration of the game system of the present embodiment.
  • the game system 1 of the present embodiment can access the server system 1000 via the communication network N and the server system 1000 that can be connected to the communication network N, and can communicate with the server system 1000. It is equipped with a plurality of operation terminals 1500.
  • Communication network N means a communication path capable of data communication. That is, the communication network N includes a telephone communication network, a cable network, a communication network such as the Internet, as well as a LAN (Local Area Network) using a dedicated line (dedicated cable) for direct connection and Ethernet (registered trademark). It is meaningful, and the communication method may be wired or wireless.
  • a telephone communication network a cable network
  • a communication network such as the Internet
  • LAN Local Area Network
  • dedicated line dedicated cable
  • Ethernet registered trademark
  • the server system 1000 is a computer system having a main body device 1010, a keyboard 1002, a display 1004, and a storage 1030, and a control board 1020 is mounted on the main body device 1010.
  • the control board 1020 is equipped with various processors such as a CPU (Central Processing Unit) 1021, GPU (Graphics Processing Unit), DSP (Digital Signal Processor), various IC memories 1022 such as VRAM, RAM, and ROM, and a communication device 1023. ing. A part or all of the control board 1020 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or a SoC (System on a Chip). These arithmetic circuits can also be called processors. Then, the server system 1000 realizes various services for operating the game of the present embodiment by performing arithmetic processing on the control board 1020 based on a predetermined program and data. For example, a player management function related to player registration and a game management function for managing game execution control on the operation terminal 1500 are realized. That is, the game in this embodiment is realized as a kind of client-server type online game.
  • processors such as a CPU (Central Processing Unit) 1021, GPU (Graphics
  • the server system 1000 is not limited to the single configuration shown in FIG. 1, and may be configured by mounting a plurality of blade servers that share each function and connecting them to each other via an internal bus so that data communication is possible. .. Alternatively, a configuration may be configured in which a plurality of independent servers installed at remote locations perform data communication via a communication line to function as the server system 1000 as a whole.
  • the operation terminal 1500 is a computer system individually used by the player 3 for game play, and is an electronic device that can access the server system 1000 via the communication network N.
  • the operation terminal 1500 of the present embodiment will be described as a device called a so-called smartphone as hardware, but may be a portable game device, a game controller, a personal computer, a tablet computer, a wearable computer, or the like. Further, the present invention is not limited to the single device shown in FIG. 1, and a plurality of devices may be configured to cooperate and function integrally.
  • the online game provided in the game system 1 is a team battle game in which a plurality of players 3 are divided into teams, and each player 3 operates a player character in the game space to engage the teams.
  • FIG. 2 is a conceptual diagram illustrating a team battle game in this embodiment.
  • a plurality of players 3 attack from left to right in FIG. 2, the first team (named “team RED”), and the first team from right to left. It is divided into two teams (named "team BLUE”), and each player 3 fights using the soldier character as the player character 5.
  • the game field 10 is configured by setting the main team 12 and the intermediate base 14 as the bases of each team on various terrains constructed in the game space.
  • the main team 12 is the first base to which the affiliation is fixedly set for each team from the start of the game, and one or more are set for each team.
  • the first team main team 12a which is the main team 12 of the first team
  • the second team main team 12b which is the main team 12 of the second team
  • the intermediate base 14 is a neutral base that does not belong to any team at the start of the game, and can be used as a base of its own team by controlling each team.
  • each character 5 appears in the main team 12 of the team to which the character belongs and sorties.
  • the team that advances while controlling the intermediate bases 14 scattered between the main teams 12 and captures the main team 12 of the opponent team first wins.
  • a time limit is set in this game, and if neither team can capture the main team 12 of the other team when the time limit has passed, the team with the larger gauge value wins.
  • FIG. 3 is an example of a game map set as the game field 10.
  • game maps of various terrains such as deserts, mountainous areas, castles, and outer space are prepared. Regardless of the terrain of the game map, it is a game whose main purpose is to capture the main team 12 of the opponent team. Therefore, basically, the main teams 12 of each team are set at positions far from each other, and a plurality of intermediate bases 14 are set to be scattered between the main teams 12 of each team. That is, the intermediate base 14 is set to a position that can be reached with a shorter reach than the reach of the opponent team's main team 12 when viewed from the main team 12 of each team.
  • FIG. 1 In the example of FIG.
  • the main team (first team main team) 12a of the first team is set on the left side in FIG. 3
  • the main team (second team main team) 12b of the second team is set on the right side.
  • the intermediate bases 14 are set to be scattered near the center between the first team main team 12a and the second team main team 12b.
  • each team can make the intermediate base 14 a base belonging to its own team by controlling the intermediate base 14.
  • the main team 12 of the own team can be used as a defense base to prevent capture from the opponent team. Therefore, the battle situation can change significantly depending on the number of intermediate bases 14 to be suppressed and which intermediate base 14 is to be controlled. Therefore, controlling the intermediate base 14 is one of the points for advancing the game in an advantageous manner.
  • FIG. 4 is an example of a game screen displayed on the operation terminal 1500 of the player 3 during the game.
  • the game screen is a gauge according to the main team parameter value indicating the degree of capture of the main team 12 of each team on the image in the game field 10 seen from the virtual camera set to follow the player character 5 operated by the player 3. It is displayed as a screen in which various information related to the game such as the main team gauge 20 whose value increases or decreases and the elapsed time 22 from the start of the game are combined.
  • a radar screen or the like showing the base of each team or the approximate position of the character 5 may be displayed on the schematic map of the game field 10.
  • the left end is “0%” and the right end is “100%” for the left gauge
  • the right end is “0%”
  • the left end is “100%” for the right gauge, depending on the gauge value.
  • the main parameter value is displayed as a percentage.
  • the main team parameter value is set to a predetermined value (100%) at the start of the game, decreases by being attacked by the character 5 of the opponent team during the game, and when it reaches zero (0%), the main team 12 captures the opponent team. It will be done.
  • the first main team gauge 20a for the first team is displayed on the upper left side of the screen
  • the second main team gauge 20b for the second team is displayed on the right side.
  • the gauge value will be described as increasing or decreasing according to the main team parameter value of the team concerned, but conversely, it may be increased or decreased according to the main team parameter value of the opponent team.
  • the gauge value is a value indicating how much the opponent team has been captured, that is, a value indicating the progress of the game for the own team.
  • the remaining time until the end of the game may be displayed as the elapsed time 22.
  • the plurality of intermediate bases 14 set in the game field 10 are neutral bases that do not belong to any team at the start of the game, and can be used as bases for their own teams by controlling each team.
  • FIG. 5 is a diagram for explaining the suppression of the intermediate base 14.
  • the intermediate base 14 can be suppressed by satisfying a predetermined suppression condition.
  • the suppression condition of the intermediate base 14 in the present embodiment satisfies the character number condition regarding the number of characters of each team located in the predetermined suppression area 16 defined in the intermediate base 14, and also satisfies the above character number condition.
  • a predetermined time elapses in this state (time condition).
  • the character number condition is defined as a condition for the number of characters of the own team relative to or absolute with the opponent team.
  • the character number condition is defined as, for example, "the number of characters of the own team is two or more more than the number of characters of the opponent team" and "there are three or more characters of the own team without the character of the opponent team”.
  • the time condition is defined as a predetermined time condition of several to several tens of seconds, for example, "10 seconds".
  • FIG. 5 shows a game screen in which the first team is trying to suppress the intermediate base 14, and the suppression gauge 24 is displayed on this game screen.
  • the suppression gauge 24 is a gauge indicating the degree of suppression of the team trying to suppress the intermediate base 14 (hereinafter referred to as "team in the middle of suppression").
  • the suppression gauge 24 has a gauge value according to the elapsed time in a state where the character number condition is satisfied, with the left end in FIG. Increases to indicate how well the time condition is met. That is, the suppression gauge 24 is displayed when one of the teams is in a state of satisfying the character number condition, which is one of the suppression conditions, and is regarded as a team in the middle of suppression that is trying to suppress the intermediate base 14. Then, the gauge value of the suppression gauge 24 increases according to the elapsed time in the state where the team in the middle of suppression satisfies the character number condition.
  • FIG. 5 shows a state in which the first team is trying to control the intermediate base 14. That is, as the number of characters located in the suppression area 16 of the intermediate base 14, the number of characters 5 of the first team (three in FIG. 5) is the number of characters of the second team (one in FIG. 5). ), And the condition for the number of characters is satisfied. Then, the elapsed time in the state where the first team satisfies the character number condition is indicated by the gauge value in the suppression gauge 24. Player 3 of the team in the middle of suppression should maintain the status quo until the time condition is satisfied while preventing the character 5 of the opponent team from entering the suppression area 16 so that the state of satisfying the character number condition is continued. Strive.
  • the suppression condition is satisfied, and the team in the middle of suppression controls the intermediate base.
  • the gauge value of the suppression gauge 24 is full (100%), indicating that the time condition is satisfied.
  • the intermediate base becomes a base belonging to the suppressed team, and the team can use it as a base of its own team.
  • the intermediate base 14 can be suppressed by satisfying the suppression conditions by the other team even after the suppression by one team, and can be taken from one team to become a base belonging to the other team. ..
  • One of the features of this embodiment is that the difficulty level of suppression of the intermediate base 14 is adjusted based on the main team parameter value of each of the first team and the second team or the gauge value of the main team gauge 20.
  • the suppression condition includes two conditions, a character number condition regarding the number of characters located in the suppression area 16 of the intermediate base 14, and a time condition regarding the elapsed time in a state where the character number condition is satisfied. .. Changing the suppression conditions means changing either or both of these two conditions. For example, as a change to relax the suppression condition, the character number condition may be changed so as to reduce the number of characters to be located in the suppression area 16 of the intermediate base 14, or the time condition should be changed to a predetermined time to elapse.
  • the character number condition is changed so as to increase the number of characters to be located in the suppression area 16 of the intermediate base 14, and the time condition should be passed. There are things like changing to make the time longer.
  • the battle parameter value of each team it is possible to adjust the relative fighting ability between each team and adjust the difficulty of controlling the intermediate base 14 by each team. For example, by increasing the combat parameter value for the attack of one team or decreasing the combat parameter value for the defense of the other team, the combat ability of one team is relatively increased, and for one team. Reduces the difficulty of suppressing the intermediate base 14, and makes it easier to suppress. Conversely, by lowering the combat parameter value for the attack of one team or increasing the parameter value for the defense of the other team, the fighting ability of one team is relatively reduced, and for one team. The difficulty of suppressing the intermediate base 14 increases and it becomes difficult to suppress.
  • the battle parameter value of the team is changed by changing the battle parameter value of the character 5 belonging to the team.
  • the battle parameter value is, for example, a parameter value that affects the offensive power, the defensive power, and the battle between characters.
  • the character whose battle parameter value is changed may be all characters belonging to the team, a specific character such as a general, or only a character involved in the suppression of the intermediate base. May be.
  • the difficulty level of suppression of the intermediate base 14 is adjusted for each team. That is, even in the same intermediate base 14, the difficulty level of suppression may differ between the first team and the second team. Further, the adjustment of the suppression difficulty level of the intermediate base 14 is performed according to the adjustment level based on the main team parameter value of each of the first team and the second team or the gauge value of the main team gauge 20. The adjustment level is calculated according to the adjustment level setting table 318 shown in FIG. 7 as an example.
  • FIG. 7 is an example of the adjustment level setting table 318.
  • the adjustment level setting table 318 shows the difference between the main team parameter value of the team (hereinafter referred to as “target team”) to be adjusted for the suppression difficulty of the intermediate base 14 and the main team parameter value of the opponent team.
  • the adjustment level is associated and defined. In the present embodiment, it is defined that the larger the main team parameter value of the opponent team is larger than the main team parameter value of the target team, and the larger the difference is, the larger the adjustment level is.
  • the difference in the degree of capture of the main team 12 of each team is regarded as the degree of superiority or inferiority (superiority / inferiority) of the battle situation, and the greater the degree to which the target team can be regarded as inferior, the larger the adjustment level is. It has established.
  • FIG. 7 shows an example based on the Honjin parameter value, it may be calculated based on the gauge value of the Honjin gauge 20. This is because the gauge value of the main team gauge 20 is a value corresponding to the main team parameter value.
  • the difficulty level of suppressing the intermediate base 14 for the target team is adjusted according to this adjustment level, and the degree of adjustment is variably changed according to various factors related to each team and the intermediate base 14. Details of these various elements will be described later.
  • Adjustment of the suppression difficulty level of the intermediate base 14 according to the adjustment level of the target team is performed according to the suppression difficulty adjustment table 322 determined for each adjustment level.
  • 8 to 10 are diagrams showing an example of the suppression difficulty adjustment table 322.
  • the contents of changes for each of the suppression conditions to be changed and the battle parameter values of each team are defined. Basically, the larger the adjustment level, that is, the greater the degree to which the target team can be regarded as inferior, the lower the difficulty of suppressing the intermediate base 14 is set.
  • the change contents are finely adjusted according to the adjustment degree. Basically, the greater the degree of adjustment, the greater the degree of change, that is, the adjustment is made so that the difficulty of suppressing the intermediate base 14 is further reduced.
  • FIG. 8 is an example of the suppression difficulty adjustment table 322A for the adjustment level “0”.
  • FIG. 9 is an example of the suppression difficulty adjustment table 322B for the adjustment level “1”.
  • FIG. 10 is an example of the suppression difficulty adjustment table 322C for the adjustment level “2”.
  • the adjustment level is "0", which means that the target team is not inferior to the opponent team in the battle situation (balanced or superior battle situation). Therefore, in the suppression difficulty adjustment table 322A for the adjustment level "0", the suppression condition is set to a predetermined value, and adjustment is not performed according to the adjustment degree. In addition, it is stipulated that the battle parameter values of each team will not be changed. Then, the suppression difficulty level for this adjustment level "0" is set as the standard value, and at each adjustment level whose adjustment level is "1" or higher, the suppression difficulty level is determined to be lowered from this standard value. ing.
  • the adjustment level is "1", which means that the target team is slightly inferior to the opponent team. Therefore, in the suppression difficulty adjustment table 322B for the adjustment level “1”, when the adjustment degree is small (“1” or less in the example of FIG. 9), the suppression difficulty is equivalent to that when the adjustment level is “0”. It is stipulated that the difficulty of suppression is gradually reduced as the degree of adjustment increases. That is, regarding the suppression condition, it is stipulated that the suppression condition defined in the suppression difficulty adjustment table 322A for the adjustment level "0" is gradually relaxed as the adjustment degree increases. In addition, regarding the battle parameter value, the attack power of the target team is gradually increased as the degree of adjustment increases, so that the combat ability of the target team against the opponent team is gradually increased. ..
  • the adjustment level is "2", which means that the target team is inferior to the opponent team compared to the case where the adjustment level is "1". Therefore, in the suppression difficulty adjustment table 322C for the adjustment level “2”, when the adjustment degree is small (“1” or less in the example of FIG. 10), the adjustment level is slightly lowered as compared with the case where the adjustment level is “0”.
  • the difficulty level of suppression is set so that the difficulty level of suppression is gradually reduced as the degree of adjustment increases. That is, regarding the suppression condition, it is determined that the suppression condition defined in the suppression difficulty adjustment table 322A for the adjustment level "0" is changed from a slightly relaxed value to gradually relax as the adjustment degree increases. ing.
  • the attack power of the target team is gradually increased as the degree of adjustment increases, and the defense power of the opponent team is gradually decreased as the degree of adjustment increases.
  • the fighting ability of the target team has been changed to increase relatively gradually.
  • the degree of relative increase in the fighting ability of this target team is greater than when the adjustment level is "1".
  • the difficulty level of suppression is set, and it is stipulated that the difficulty level of suppression is gradually reduced as the degree of adjustment increases. It should be noted that the change of the battle parameter value may increase the relative fighting ability of the target team with respect to the opponent team by lowering the attack power of the opponent team.
  • the multiplication value (multiplication coefficient) of each value of the six elements is set as the degree of adjustment.
  • the value of each element is determined according to the adjustment degree setting table 320 shown in FIGS. 11 to 16 as an example.
  • the large number part (integer value) obtained by rounding down the decimal part from the value obtained by multiplying all the multiplication values of the six elements is used as the adjustment degree of the suppression difficulty adjustment table.
  • the multiplication value to be used is determined and the degree of adjustment is calculated. May be good.
  • FIG. 11 is an example of the adjustment degree setting table 320A that determines the value of the first element.
  • the first element is an element based on the arrangement position of the intermediate base 14 in the game space.
  • the value of the first element is associated with the distance from the intermediate base 14 to the opponent team's main team. In the present embodiment, the longer the distance, the larger the value of the first element.
  • the distance from the intermediate base 14 to the opponent team's main team is used, but the distance from the intermediate base 14 to the target team's main team may be used. In other words, it can be said that the degree of adjustment for the intermediate bases where the reach to the main team of each team is relatively short is smaller than the degree of adjustment for the intermediate bases which are relatively far away.
  • FIG. 12 is an example of the adjustment degree setting table 320B that determines the value of the second element.
  • the "second element” is an element based on the characteristics of any of the types, levels, rarity values (rare values), attributes, and combat ability values (attack power, defense power, etc.) of the character 5 to which each team belongs. Both are elements based on the total value of the team based on the properties of the character 5 belonging to each team.
  • the value of the second element is associated with the difference between the total value of the opponent team and the total value of the target team. In the present embodiment, it is defined that the total value of the opponent team is higher than the total value of the target team, and the larger the difference, the larger the value of the second element.
  • the total value of the team is the total value of the individual ability values of the characters belonging to the team obtained based on the characteristics of the character.
  • the character's individual ability value becomes higher as the property level is higher, the rarity value is higher, the combat ability value is higher, and if it is a specific attribute, it is higher than other attributes. Defined to be a value.
  • FIG. 13 is an example of the adjustment degree setting table 320C that determines the value of the third element.
  • the third element is an element based on the combination of characters of each team.
  • the value of the third element is associated with the combination condition relating to the character belonging to the target team.
  • the combination condition is, for example, a combination of characters belonging to the target team, and is a combination condition that the type and attribute should satisfy.
  • conditions related to the character's properties such as level, rarity value (rare value), and combat ability value can be included.
  • a condition regarding the combination with the character of the opponent team may be included. Of these combination conditions, the total of the values associated with the combination conditions satisfied by the target team is defined as the value of the third element.
  • FIG. 14 is an example of the adjustment degree setting table 320D that determines the value of the fourth element.
  • the fourth element is an element based on the formation based on the arrangement position of the characters belonging to each team in the game space.
  • the value of the fourth element is associated with the formation condition regarding the placement position of the character belonging to the target team.
  • the formation condition is a condition that the arrangement position of a plurality of characters belonging to the target team in the game space should be satisfied. For example, it is a condition of the relationship of the relative placement position of each character based on the position of the target intermediate base or the character of the opponent team, or the relationship of the absolute placement position between the characters.
  • a character that satisfies a specific condition for example, a feature relating to the strengths and weaknesses of an attack, which is one of the combat ability values such as a melee attack type and a long-range attack type.
  • a specific condition for example, a feature relating to the strengths and weaknesses of an attack, which is one of the combat ability values such as a melee attack type and a long-range attack type.
  • FIG. 15 is an example of the adjustment degree setting table 320E that determines the value of the fifth element.
  • the fifth element is an element based on the suppression status of the intermediate bases of each team, which is an example of the progress of the game.
  • the value of the fifth element is associated with the number of intermediate bases controlled by the team during suppression. In this embodiment, it is defined that the smaller the number of suppression intermediate bases of the team in the middle of suppression, the larger the fifth factor.
  • the number of suppression intermediate bases of the team in the middle of suppression is used, but the number of intermediate bases in suppression of the opponent team may be used. In this case, it is preferable to set so that the fifth factor becomes a larger value as the number of suppression intermediate bases of the opponent team increases.
  • it may be the difference or ratio of the number of control intermediate bases of each team.
  • FIG. 16 is an example of the adjustment degree setting table 320F that determines the value of the sixth element.
  • the sixth element is another example of the progress of the game, which is based on the elapsed time of the game.
  • the value of the sixth element is associated with the elapsed time from the start of the game. In the present embodiment, it is defined that the longer the elapsed time, that is, the closer to the end of the game having a time limit, the larger the value.
  • FIG. 17 is a block diagram showing a functional configuration of the server system 1000.
  • the server system 1000 includes an operation input unit 102, an image display unit 104, a sound output unit 106, a communication unit 108, a server processing unit 200, and a server storage unit 300.
  • the operation input unit 102 outputs an operation input signal to the server processing unit 200 in response to various operation inputs for managing the server system 1000.
  • the keyboard 1002 of FIG. 1 corresponds to this.
  • the server processing unit 200 is realized by, for example, a processor such as a CPU or GPU, or an electronic component such as an ASIC or an IC memory, and inputs / outputs data to / from each functional unit including an operation input unit 102 and a server storage unit 300. Take control. Then, various arithmetic processes are executed based on a predetermined program and data, an operation input signal from the operation input unit 102, received data from the operation terminal 1500, and the like, and the operation of the server system 1000 is controlled in an integrated manner.
  • the control board 1020 of FIG. 1 corresponds to this.
  • the server processing unit 200 includes a player management unit 202, a game management unit 210, a timekeeping unit 230, an image generation unit 234, a sound generation unit 236, and a communication control unit 238.
  • a player management unit 202 includes a player management unit 202, a game management unit 210, a timekeeping unit 230, an image generation unit 234, a sound generation unit 236, and a communication control unit 238.
  • a game management unit 210 includes a game management unit 210, a timekeeping unit 230, an image generation unit 234, a sound generation unit 236, and a communication control unit 238.
  • a communication control unit 238 includes a communication control unit 238.
  • functions other than these can be included as appropriate.
  • the player management unit 202 performs various processes related to the registration management of the player 3.
  • the present embodiment has functions such as assigning a unique player account to a registered player, managing registration information for registering and managing personal information for each player account, and managing game data.
  • the data management function associated with accounts other than these can be included as appropriate.
  • the player management unit 202 manages data related to each player 3 by assigning an account (player ID) unique to the player 3 that has undergone the player registration procedure and generating player management data 330.
  • FIG. 18 is a diagram showing an example of player management data 330.
  • the player management data 330 is generated for each registered player, and includes a player account, operation terminal information regarding the operation terminal 1500 of the player, play history data, and game save data.
  • the player account includes a unique player ID assigned to the player, a player name arbitrarily set by the player, a password for login authentication, and the like.
  • the play history data includes a login date / time, a logout date / time, a game result, and the like.
  • the game save data includes the player's level, the player character used in the game, the characters and items possessed, and the like.
  • the game management unit 210 performs various processes related to game execution management. Since the game of the present embodiment is a client-server type online game, the game management unit 210 controls to provide data necessary for game play while communicating with the operation terminal 1500.
  • the game server program 302 the first team main team 12a, the second team main team 12b, and the intermediate base 14 that can be used as a base by suppressing each other's teams can be suppressed in the game space. Set to. Then, in the game space, the first team and the second team engage in battle, and the progress of the winning game of the team that first captures the main team 12 of the opponent team is controlled. Further, the game management unit 210 includes a matching control unit 212, a character control unit 214, a main team gauge display control unit 216, and an intermediate base suppression control unit 220.
  • the matching control unit 212 matches the players 3 and performs processing related to the formation of teams to compete against each other. Team formation is realized in the same manner as a known team-based online game.
  • the character control unit 214 controls the player character 5 of the player 3 in the game space according to the operation signal of the player 3 received from the operation terminal 1500 of each player 3.
  • the main team gauge display control unit 216 is based on the first main team gauge 20a, which is the first gauge based on the gauge value of the first team, and the gauge value of the second team on the game screen displayed on the operation terminal 1500 of each player 3. Display control of the second gauge, the second main team gauge 20b, is performed (see FIG. 4).
  • the first main team gauge 20a displays a gauge value that increases or decreases according to the main team parameter value indicating the degree of attack set in the first team main team 12a, and the second main team gauge 20b is set in the second team main team 12b.
  • the gauge value that increases or decreases according to the main team parameter value indicating the degree of capture is displayed.
  • the intermediate base suppression control unit 220 has an adjustment control unit 222, and performs various processes related to suppression of each intermediate base 14.
  • the intermediate base 14 is a position that can be reached with a shorter reach than the reach to the second team main team 12b when viewed from the first team main team 12a, and is a position that can be reached from the second team main team 12b. It is in a position that can be reached with a shorter reach than the reach to the main team 12a (see FIG. 3).
  • the intermediate base suppression control unit 220 sets all intermediate bases 14 as neutral bases that do not belong to any team at the start of the match. Then, after the start of the battle, it is determined whether each team meets the suppression conditions for each of the intermediate bases 14, and the teams that satisfy the suppression conditions belong to the intermediate bases 14.
  • the suppression condition of each team for suppressing the intermediate base 14 is the suppression condition after the suppression difficulty level is adjusted by the adjustment control unit 222.
  • the adjustment control unit 222 has an adjustment degree change unit 224, and controls to adjust the suppression difficulty level of the intermediate base 14 based on the main team parameter value of each of the first team and the second team or the gauge value of the main team gauge 20. conduct. Specifically, with each of the first team and the second team as the target team, the adjustment level of the suppression difficulty of the intermediate base 14 of the target team is calculated according to the adjustment level setting table 318. Then, according to the suppression difficulty adjustment table 322 according to the adjustment level, the suppression difficulty of the intermediate base is adjusted for each team. At this time, the degree of difficulty of suppression is further adjusted by further using the degree of adjustment by the degree of adjustment change unit 224.
  • the difference between the main team parameter value of the first team and the main team parameter value of the second team, or the difference between the gauge value of the main team gauge 20 of the first team and the gauge value of the main team gauge 20 of the second team Change the suppression difficulty based on. Further, the difficulty of suppression is adjusted by changing the battle parameter value of the team that controls the intermediate base 14 and / or changing the battle parameter value of the team that does not control the intermediate base 14. Further, the difficulty of suppression is adjusted by changing the battle parameter value of the given character 5 belonging to the team that does not control the intermediate base 14. Further, the difficulty level of suppression is adjusted by changing a given suppression condition for suppressing the intermediate base 14.
  • the adjustment degree changing unit 224 variably controls the adjustment degree when adjusting the suppression difficulty of the intermediate base 14. Specifically, the multiplication value (multiplication coefficient) of various elements (first element to sixth element) is obtained according to the adjustment degree setting table 320 (320A to 320F), and the large number of the values obtained by multiplying these (multiplication coefficient). Integer value) is calculated as the degree of adjustment. As a result, the degree of adjustment related to each intermediate base 14 is changed based on the arrangement positions of the plurality of intermediate bases 14 arranged in the game space. Further, the adjustment degree changing unit 224 makes the adjustment degree of the intermediate base 14 having a relatively short reach to the main team of the first team or the second team smaller than the adjustment degree of the intermediate base 14 which is relatively far away.
  • the adjustment degree change unit 224 includes any one of the type, level, rarity value, attribute, and combat ability value of the character belonging to the first team (hereinafter collectively referred to as "property") and the second team.
  • the degree of adjustment is changed based on the characteristics of the character belonging to. Further, the adjustment degree changing unit 224 is based on the total value of the first team based on the characteristics of the character belonging to the first team and the total value of the second team based on the characteristics of the character belonging to the second team. Change the degree of adjustment. Further, the adjustment degree changing unit 224 changes the adjustment degree based on the combination of the characters belonging to the first team and the combination of the characters belonging to the second team.
  • the adjustment degree changing unit 224 is based on a formation based on the arrangement position of the character belonging to the first team in the game space and a formation based on the arrangement position of the character belonging to the second team in the game space. Change the degree of adjustment. Further, the adjustment degree changing unit 224 changes the adjustment degree based on the progress of the game. Further, the adjustment degree changing unit 224 changes the adjustment degree based on the suppression status of the intermediate bases 14 of each team arranged in a plurality of game spaces. Further, the adjustment degree changing unit 224 changes the adjustment degree based on the elapsed time of the game.
  • the timekeeping unit 230 uses the system clock to measure the current date and time.
  • the image generation unit 234 generates an image related to the system management of the server system 1000, an image to be displayed on the operation terminal 1500, and the like. Then, the image signal related to the system management is output to the image display unit 104.
  • the image display unit 104 displays various images for system management based on the image signals input from the image generation unit 234. For example, it can be realized by an image display device such as a flat panel display or a projector. The display 1004 of FIG. 1 corresponds to this.
  • the sound generation unit 236 is realized by executing IC or software that generates and decodes voice data, and generates or decodes voice data such as operation sounds and BGM related to system management and game play of the server system 1000. Then, the audio signal related to the system management is output to the sound output unit 106. The sound output unit 106 emits a sound based on the sound signal.
  • a speaker (not shown) included in the main body device 1010 and the display 1004 of FIG. 1 corresponds to this.
  • the communication control unit 238 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 108.
  • the communication unit 108 connects to the communication network N to realize communication. For example, it is realized by a wireless communication device, a modem, a jack of a communication cable for wiring, a control circuit, and the like.
  • the communication device 1023 in FIG. 1 corresponds to this.
  • the server storage unit 300 stores programs, various data, and the like for realizing various functions for making the server processing unit 200 control the server system 1000 in an integrated manner. Further, the server storage unit 300 is used as a work area of the server processing unit 200, and temporarily stores the calculation results and the like executed by the server processing unit 200 according to various programs. For example, it is realized by an IC memory such as a RAM or a ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, an online storage, or the like.
  • the server storage unit 300 stores the game server program 302, the distribution client program 304, the game initial setting data 310 required for game execution control, the player management data 330, and the play data 340.
  • the game server program 302 is a program for realizing the function of the online game of the present embodiment as a game server.
  • the distribution client program 304 is the original of the client program 702 (see FIG. 21) downloaded to the operation terminal 1500.
  • FIG. 19 is a diagram showing an example of the game initial setting data 310.
  • the game initial setting data 310 includes the game space initial setting data 312 and the character initial setting data 324.
  • the game space initial setting data 312 is initial setting data related to the game field 10 constructed in the game space, and is generated for each type of the game field 10.
  • the game space initial setting data 312 includes a map ID of a game map set as the game field 10, map data, main team initial setting data 314, and intermediate base initial setting data 316.
  • the map data is data that defines the space of the game field 10, and stores definition data such as topography, ground, and structures in the field.
  • the main team initial setting data 314 is generated for each main team 12 set in the game map.
  • the main team initial setting data 314 stores the main team ID of the main team, the arrangement position in the game space, the initial main team parameter value, and the initial team to which the team belongs.
  • the initial affiliation team is data indicating which team the main team 12 belongs to at the start of the match.
  • the intermediate base initial setting data 316 is generated for each intermediate base 14 set in the game map.
  • the intermediate base initial setting data 316 stores the intermediate base ID of the intermediate base 14, the arrangement position in the game space, the adjustment level setting table 318, the adjustment degree setting table 320, and the suppression difficulty adjustment table 322.
  • the character initial setting data 324 is initial setting data related to the character 5 appearing in the game.
  • the character initial setting data 324 includes initial values related to properties such as type, level, rarity value, attribute, and combat ability value for each character, initial values of combat parameter values such as attack power and defense power, and model data and the like. Stores the definition data of the character in question.
  • FIG. 20 is a diagram showing an example of play data 340.
  • play data 340 is generated for each game play (competition).
  • the play data 340 includes matching data, a map ID used, a play start date and time, an elapsed time from the start of the game, a battle team data 342, and intermediate base data 350 as various data related to the game play.
  • the matching data is data related to the player 3 participating in the game, and stores the player ID of the player 3 belonging to the team in association with the team ID of each team.
  • the battle team data 342 is generated for each team competing in the game.
  • the battle team data 342 includes the team ID of the team, the affiliation character data 344, the team headquarters data 346, and the suppression intermediate base list 348.
  • the affiliation character data 344 is data related to the character 5 belonging to the team.
  • the affiliation character data 344 includes a character ID, an operation player ID for operating the character, a position in the game space, a physical strength value, and properties (type, level, rarity value, attribute, combat ability value, etc.) for each character. And the data about the battle parameter value (attack power, defense power, etc.) are stored.
  • Team headquarters data 346 is data related to the team headquarters 12.
  • the team main team data 346 stores the main team ID and the main team parameter value for each of the main teams 12 set to belong to the team.
  • the main team gauge display control unit 216 increases or decreases the gauge value of the main team gauge 20 on the game screen to be displayed on the operation terminal 1500 of each player 3 to control the display.
  • the suppression intermediate base list 348 is a list of intermediate base IDs of the intermediate bases 14 that the team controls and belongs to the own team among the intermediate bases set in the game field 10.
  • the intermediate base data 350 is generated for each of the intermediate bases 14 set in the game map.
  • the intermediate base data 350 stores the intermediate base ID of the intermediate base 14, the suppression state, the first team suppression condition, and the second team suppression condition.
  • the suppression state includes a suppression flag indicating whether or not the intermediate base 14 is suppressed by any team, a suppression team ID indicating the suppressed team when suppressed, and a team in the middle of suppression when the intermediate base 14 is being suppressed. Stores the team ID, etc. in the middle of suppression indicating.
  • the first team suppression condition is data regarding the suppression condition for the first team to suppress the intermediate base 14.
  • the first team suppression condition includes a character number condition and a time condition.
  • the second team suppression condition is data regarding the suppression condition for the second team to suppress the intermediate base 14.
  • the second team suppression condition includes a character number condition and a time condition.
  • FIG. 21 is a block diagram showing an example of the functional configuration of the operation terminal 1500.
  • the operation terminal 1500 includes an operation input unit 502, an image display unit 504, a sound output unit 506, a communication unit 508, a terminal processing unit 600, and a terminal storage unit 700.
  • the operation input unit 502 outputs an operation input signal to the terminal processing unit 600 in response to various operation inputs by the player 3.
  • it can be realized by a touch panel, a push switch, a joystick, a touch pad, a trackball, an acceleration sensor, a gyro, a CCD module, or the like.
  • the terminal processing unit 600 is realized by, for example, a microprocessor such as a CPU or GPU, or an electronic component such as an IC memory, and data input / output control is performed between the terminal processing unit 600 and each functional unit including the operation input unit 502 and the terminal storage unit 700. I do. Then, various arithmetic processes are executed based on predetermined programs and data, operation signals from the operation input unit 502, received data from the server system 1000, and the like to control the operation of the operation terminal 1500. Further, the terminal processing unit 600 includes a terminal calculation unit 610, a timekeeping unit 620, a sound generation unit 626, and a communication control unit 628.
  • the terminal calculation unit 610 has an operation signal transmission control unit 612 and an image display control unit 614, and controls the operation terminal 1500 to realize a function as a client device for communicating with the server system 1000.
  • the operation signal transmission control unit 612 executes a process for transmitting various data and requests to the server system 1000 according to the operation performed by the operation input unit 502.
  • the image display control unit 614 controls to display a game screen, various operation screens, and the like based on various image data received from the server system 1000. Then, an image signal for displaying those images is generated and output to the image display unit 504.
  • the image display unit 504 displays various images based on the image signal input from the image display control unit 614. For example, it can be realized by an image display device such as a touch panel, a flat panel display, a projector, or a head-mounted display.
  • the timekeeping unit 620 uses the system clock to measure the current date and time.
  • the sound generation unit 626 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio cordic for playing a voice file, and the like, sound effects related to a game, BGM, various operation sounds, and the like.
  • DSP digital signal processor
  • a sound signal is generated and output to the sound output unit 506.
  • the sound output unit 506 outputs sound effects, BGM, and the like based on the sound signal input from the sound generation unit 626.
  • the communication control unit 628 executes data processing related to data communication, and realizes data exchange with an external device via the communication unit 508.
  • the communication unit 508 connects to the communication network N to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a communication cable for wiring, a control circuit, and the like.
  • the terminal storage unit 700 stores a system program for realizing a given function in the terminal processing unit 600, various data, and the like. Further, it is used as a work area of the terminal processing unit 600, and temporarily stores the calculation result executed by the terminal processing unit 600 according to various programs, the input data from the operation input unit 502, and the like. For example, it is realized by an IC memory such as a RAM or a ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, or the like. In this embodiment, the terminal storage unit 700 stores the client program 702.
  • FIG. 22 is a flowchart illustrating a flow of game processing. This process is related to the execution control of one game, and is executed by the game management unit 210.
  • the matching control unit 212 performs matching processing to divide the players 3 participating in the game into teams (step S1).
  • the matching method can be realized in the same manner as a known team-based multiplayer online game.
  • initial settings such as construction of the game field 10 in the game space and arrangement of the character 5 operated by each player 3 are performed (step S3).
  • the main team gauge display control unit 216 starts display control of the main team gauge 20 on the game screen to be displayed on the operation terminal 1500 of each player 3 (step S5).
  • a match between the matched teams is started (step S7), and control of each character 5 according to the player operation by the character control unit 214 is started (step S9).
  • the intermediate base suppression control unit 220 performs repetitive processing (loop A) for each of the intermediate bases 14 in the game field 10.
  • the adjustment control unit 222 adjusts the difficulty of suppressing each team for the target intermediate base 14 (step S11).
  • This adjustment of the suppression difficulty includes a change in the suppression conditions for the target intermediate base 14 and a change in the battle parameter value of the team.
  • the intermediate base suppression control unit 220 determines whether or not the number of characters condition among the suppression conditions for the team is satisfied for each team. If there is a team that satisfies the number of characters condition (step S13: YES), that team is set as a team in the middle of suppressing the target intermediate base 14, and the display control of the suppression gauge 24 on the game screen of each player 3 is started (step). S15).
  • step S17: NO If the team in the middle of suppression does not satisfy the character number condition before the time condition is satisfied (step S17: NO), the setting of the team in the middle of suppression is canceled and the display control of the suppression gauge 24 ends (step S19). Further, if the team in the middle of suppression satisfies the time condition after a predetermined time elapses while the condition for the number of characters is satisfied (step S17: YES), it is assumed that the team in the middle of suppression has suppressed the target intermediate base 14 and is the target. It is set that the intermediate base 14 of the above belongs to the team (step S21). The processing up to this point is the iterative processing (loop A) for the target intermediate base 14.
  • step S25: NO the predetermined time limit has not elapsed.
  • step S25: YES the control of each character 5 by the character control unit 214 is ended (step S27), and the battle is ended (step S29).
  • step S31 the victory or defeat is determined based on the main team parameter value of each team, and the game result is displayed on the operation terminal 1500 of each player 3 (step S31).
  • the inferiority / superiority of each team can be determined based on the degree of capture of the main team indicated by 1) the main team parameter value of each team or 2) the gauge value that increases / decreases according to this main team parameter. Then, by adjusting the difficulty of suppressing the intermediate base so that the team judged to be inferior can easily suppress it, it is possible to support the suppression of the intermediate base by the inferior team. In other words, it can be a mechanism that gives the inferior team a chance to overcome the disadvantageous situation.
  • any operation terminal 1500 is made to carry out the function of the server system 1000 of the above-described embodiment.
  • the functions of the game management unit 210 may be shared and shared by a plurality of operation terminals 1500.
  • the victory condition may be as follows. In other words, the team that captured the opponent team's main team 12 first will still win, and if neither team can capture the opponent team's main team 12 after the time limit has passed, the team that has captured the opponent team's main team 12 will still win. The team with the most bases 14 wins.
  • the gauge value may be increased or decreased according to the number of the controlled intermediate bases 14 to indicate the progress of the game.
  • the suppression points with different weights may be distributed to each intermediate base 14, and the team with the most suppression points may win.
  • the gauge value may be increased or decreased according to the total of the suppression points to indicate the progress of the game.

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Abstract

This computer system controls the progress of a game in which a first team battles against a second team in a game space in which a first team army headquarter, a second team army headquarter, and an intermediate stronghold (14) which can be conquered by either team and become usable as a stronghold by being conquered are set. Army headquarter gauges (20a, 20b) the gauge values of which increase and decrease according to army headquarter parameter values indicating the respective degrees to which the first team army headquarter and second team army headquarter are captured are displayed on the game screen. The difficulty level for conquering the intermediate stronghold (14) is adjusted on the basis of the gauge values of the respective army headquarter gauges (20a, 20b) for the first team and second team.

Description

コンピュータシステム及びゲームシステムComputer system and game system
 本発明は、所定のゲームを進行制御するコンピュータシステム等に関する。 The present invention relates to a computer system or the like that controls the progress of a predetermined game.
 複数のプレーヤが参加して同時にプレイするマルチプレイゲームの一例として、複数のプレーヤで構成されるチーム同士が対戦するチーム対戦型のゲームが知られている。例えば、特許文献1には、2つのチームに分かれた各プレーヤがプレーヤキャラクタを操作し、ゲーム空間に設定された自チームの出撃拠点から出撃して相手チームの出撃拠点を先に占領したチームが勝ちとなるチーム対戦型のゲームの一例が開示されている。 As an example of a multiplayer game in which a plurality of players participate and play at the same time, a team battle type game in which teams composed of a plurality of players compete against each other is known. For example, in Patent Document 1, a team in which each player divided into two teams operates a player character, sorties from the sortie base of the own team set in the game space, and occupies the sortie base of the other team first. An example of a winning team-based game is disclosed.
特開2013-198692号公報Japanese Unexamined Patent Publication No. 2013-19692
 チーム対戦型のゲームでは、一方的なゲーム展開となると、劣勢となったチームが勝負を諦めたりゲームプレイを続けるモチベーションが低下したりすることにより、対戦ゲームとしての面白みに欠けてしまうという問題があった。このため、一方的なゲーム展開となった場合に、対戦ゲームの面白さを損なわないよう、他方のチームが優勢な状況は保ちつつも、劣勢のチームが不利な状況を打開できるような何らかのチャンスを与えるような仕組みが求められていた。 In a team battle type game, when it comes to one-sided game development, there is a problem that the inferior team gives up the game and the motivation to continue the game play is lowered, so that it lacks the fun as a battle game. there were. For this reason, in the case of a one-sided game development, there is some chance that the inferior team can overcome the disadvantageous situation while maintaining the superior situation of the other team so as not to spoil the fun of the competitive game. There was a need for a mechanism to give.
 また、互いのチームの攻守がバランスしてしまい、ゲーム展開が拮抗して行き詰まってしまうような状況も往々にして起こる場合があった。かかる場合に、白熱した対戦とするために、状況を一時的にでも変化させ得る仕組みが求められていた。 In addition, there were often situations where the offense and defense of each other's teams were balanced, and the game development antagonized and became stuck. In such a case, there was a need for a mechanism that could change the situation even temporarily in order to create a heated match.
 本発明が解決しようとする課題は、チーム対戦ゲームにおいて、状況を変化させ得る仕組みを提供することである。 The problem to be solved by the present invention is to provide a mechanism capable of changing the situation in a team battle game.
 上記課題を解決するための第1の開示は、
 第1チームと第2チームとが交戦するゲームを進行制御するコンピュータシステムであって、
 前記第1チームの第1チーム本陣と、前記第2チームの第2チーム本陣と、制圧することで拠点として利用可能となる互いのチームが制圧可能な中間拠点と、ゲーム空間に設定する設定部と、
 前記第1チームの本陣パラメータ値及び/又は前記第1チームのゲーム進捗状況に応じてゲージ値が増減する第1ゲージと、前記第2チームの本陣パラメータ値及び/又は前記第2チームのゲーム進捗状況に応じてゲージ値が増減する第2ゲージとを表示制御するゲージ表示制御部と、
 前記第1ゲージのゲージ値と前記第2ゲージのゲージ値とに基づいて、前記中間拠点の制圧難易度を調整する制御を行う調整制御部と、
 を備えるコンピュータシステムである。
The first disclosure for solving the above problems is
A computer system that controls the progress of a game in which the first team and the second team engage in battle.
The first team main team of the first team, the second team main team of the second team, the intermediate base that can be used as a base by suppressing each other, and the setting unit set in the game space. When,
The first gauge whose gauge value increases or decreases according to the main team parameter value and / or the game progress status of the first team, and the main team parameter value and / or the game progress of the second team of the second team. A gauge display control unit that displays and controls the second gauge whose gauge value increases or decreases according to the situation,
An adjustment control unit that controls to adjust the difficulty of suppressing the intermediate base based on the gauge value of the first gauge and the gauge value of the second gauge.
It is a computer system equipped with.
 本開示によれば、チーム対戦ゲームにおいて、状況を変化させ得る仕組みを提供することができる。例えば、各チームの本陣パラメータやゲーム進捗状況に応じて増減するゲージ値が示す当該ゲームの攻略度合に基づき、各チームの劣勢・優勢を判断することができる。そして、劣勢と判断したチームが制圧し易くなるように中間拠点の制圧難易度を調整することで、劣勢のチームによる中間拠点の制圧を支援することができる。つまり、劣勢のチームが不利な状況を打開できるようなチャンスを与える仕組みとすることができる。また、攻略すべき相手チームの本陣ではなく中間拠点の制圧難易度を調整することで、相手チームが優勢な状況を保ちつつ、劣勢のチームに対して、中間拠点を制圧し易くし、制圧した中間拠点を足掛かりとした相手チーム本陣の攻略を、間接的に支援することができる。 According to this disclosure, it is possible to provide a mechanism that can change the situation in a team battle game. For example, it is possible to determine the inferiority / superiority of each team based on the degree of capture of the game indicated by the main team parameter of each team and the gauge value that increases / decreases according to the progress of the game. Then, by adjusting the difficulty of suppressing the intermediate base so that the team judged to be inferior can easily suppress it, it is possible to support the suppression of the intermediate base by the inferior team. In other words, it can be a mechanism that gives the inferior team a chance to overcome the disadvantageous situation. In addition, by adjusting the difficulty of controlling the intermediate base instead of the main team of the opponent team to be captured, it is easier to control the intermediate base against the inferior team while maintaining the superior situation of the opponent team, and it is suppressed. It is possible to indirectly support the capture of the opponent team's main team using the intermediate base as a foothold.
 第2の開示は、
 前記中間拠点は、前記第1チーム本陣から見て、前記第2チーム本陣までの到達距離よりも短い到達距離で到達可能な位置であり、且つ、前記第2チーム本陣から見て、前記第1チーム本陣までの到達距離よりも短い到達距離で到達可能な位置にある、
 コンピュータシステムである。
The second disclosure is
The intermediate base is a position that can be reached with a reach that is shorter than the reach to the second team headquarters when viewed from the first team headquarters, and the first base is a position that can be reached from the second team headquarters. It is in a position that can be reached with a shorter reach than the reach to the team headquarters,
It is a computer system.
 本開示によれば、中間地点は、各チーム本陣から見て相手チーム本陣よりも近い距離にあるから、劣勢のチームは、自チーム本陣よりも相手チーム本陣に近い中間拠点を制圧して自チームの拠点とし、この中間拠点を相手チームの本陣の攻略に役立てることができる。 According to this disclosure, since the intermediate point is closer to the opponent team's main team from the viewpoint of each team's main team, the inferior team controls the intermediate base closer to the opponent team's main team than the own team's main team and own team. This intermediate base can be used to capture the main team of the opponent team.
 第3の開示は、
 前記調整制御部は、前記第1ゲージのゲージ値と前記第2ゲージのゲージ値との差、に基づいて前記制圧難易度を変更する、
 コンピュータシステムである。
The third disclosure is
The adjustment control unit changes the suppression difficulty level based on the difference between the gauge value of the first gauge and the gauge value of the second gauge.
It is a computer system.
 本開示によれば、各チームのゲージ値の差に基づいて劣勢の度合を判断し、その劣勢の度合に応じて制圧難易度を変更する、といったことができる。例えば、劣勢の度合が大きいほど、制圧難易度の変更の度合いを大きくして、中間拠点をより制圧し易くする、といったことが可能である。 According to this disclosure, the degree of inferiority can be determined based on the difference in gauge values of each team, and the difficulty of suppression can be changed according to the degree of inferiority. For example, the greater the degree of inferiority, the greater the degree of change in the difficulty of suppression, and it is possible to make it easier to suppress the intermediate base.
 第4の開示は、
 前記調整制御部は、前記中間拠点を制圧しているチームの戦闘パラメータ値の変更、及び/又は、前記中間拠点を制圧していないチームの戦闘パラメータ値の変更を行うことで前記制圧難易度を調整する、
 コンピュータシステムである。
The fourth disclosure is
The adjustment control unit changes the battle parameter value of the team that controls the intermediate base and / or changes the battle parameter value of the team that does not control the intermediate base to control the difficulty level. adjust,
It is a computer system.
 本開示によれば、チームの戦闘パラメータ値の変更を行うことで、中間拠点の制圧難易度を調整することができる。例えば、各チームの戦闘パラメータ値を相対的に近づけるように変更することで、結果的に、劣勢なチームが制圧し易くなるように中間拠点の制圧難易度を調整することになる。 According to this disclosure, it is possible to adjust the difficulty of suppressing the intermediate base by changing the battle parameter value of the team. For example, by changing the battle parameter values of each team so as to be relatively close to each other, as a result, the difficulty of suppressing the intermediate base is adjusted so that the inferior team can easily suppress it.
 第5の開示は、
 前記調整制御部は、前記中間拠点を制圧していないチームに所属する所与のキャラクタの戦闘パラメータ値を変更することで前記制圧難易度を調整する、
 コンピュータシステムである。
The fifth disclosure is
The adjustment control unit adjusts the suppression difficulty level by changing the battle parameter value of a given character belonging to the team that does not suppress the intermediate base.
It is a computer system.
 本開示によれば、中間拠点を制圧していないチームに所属するキャラクタの戦闘パラメータ値を、例えば高くするように変更することで、結果的に、そのチームが制圧し易くなるように、中間拠点の制圧難易度を変更することになる。 According to the present disclosure, by changing the battle parameter value of a character belonging to a team that does not control the intermediate base to, for example, to increase it, the intermediate base can be easily controlled by the team as a result. The difficulty level of suppression will be changed.
 第6の開示は、
 前記調整制御部は、前記中間拠点を制圧するための所与の制圧条件を変更することで前記制圧難易度を調整する、
 コンピュータシステムである。
The sixth disclosure is
The adjustment control unit adjusts the suppression difficulty level by changing a given suppression condition for suppressing the intermediate base.
It is a computer system.
 本開示によれば、中間拠点の制圧条件を変更することで、制圧難易度を調整することができる。例えば、制圧条件を緩和するように変更することで、制圧難易度を低くするように調整することができ、厳しくするように変更することで、制圧難易度を高くするように調整することができる。 According to this disclosure, the difficulty of suppression can be adjusted by changing the suppression conditions of the intermediate base. For example, by changing the suppression condition to be relaxed, it can be adjusted to lower the suppression difficulty level, and by changing it to be stricter, it can be adjusted to increase the suppression difficulty level. ..
 第7の開示は、
 前記調整制御部は、前記制圧難易度を調整する際の調整度合を可変に制御する調整度合変更部を有する、
 コンピュータシステムである。
The seventh disclosure is
The adjustment control unit has an adjustment degree changing unit that variably controls the adjustment degree when adjusting the suppression difficulty level.
It is a computer system.
 本開示によれば、中間拠点の制圧難易度を調整する際の調整度合を可変に制御することができる。これにより、例えば、劣勢なチームの劣勢度合等に応じたきめ細かい制圧難易度の調整が可能となる。 According to the present disclosure, it is possible to variably control the degree of adjustment when adjusting the difficulty of suppressing the intermediate base. As a result, for example, it is possible to finely adjust the difficulty level of suppression according to the degree of inferiority of the inferior team.
 第8の開示は、
 前記中間拠点は、前記ゲーム空間に複数配置されており、
 前記調整度合変更部は、前記ゲーム空間中の前記中間拠点の配置位置に基づいて、各中間拠点に係る前記調整度合を変更する、
 コンピュータシステムである。
The eighth disclosure is
A plurality of the intermediate bases are arranged in the game space, and the intermediate bases are arranged in the game space.
The adjustment degree changing unit changes the adjustment degree related to each intermediate base based on the arrangement position of the intermediate base in the game space.
It is a computer system.
 本開示によれば、ゲーム空間中の中間拠点の配置位置に基づいて、中間拠点の制圧難易度の調整度合を変更することができる。 According to this disclosure, it is possible to change the degree of adjustment of the difficulty of suppressing the intermediate bases based on the placement position of the intermediate bases in the game space.
 第9の開示は、
 前記調整度合変更部は、前記第1チーム又は前記第2チームの本陣までの到達距離が相対的に近い前記中間拠点に係る調整度合を、相対的に遠い前記中間拠点に係る調整度合より小さくする、
 コンピュータシステムである。
The ninth disclosure is
The adjustment degree changing unit makes the adjustment degree of the intermediate base having a relatively short reach to the main team of the first team or the second team smaller than the adjustment degree of the intermediate base having a relatively long reach. ,
It is a computer system.
 本開示によれば、ゲーム空間中の中間拠点の配置位置に基づく中間拠点の制圧難易度の調整度合の変更の一例として、何れかのチームの本陣までの到達距離が相対的により近い中間拠点についての制圧難易度の調整度を小さくすることができる。これにより、相手チームの本陣により近い中間拠点を制圧することが、より遠い中間拠点を制圧することよりも難しくなる。互いのチームにとって、相手チームを攻略する難易度を安易に低下させることがないようにすることができる。 According to this disclosure, as an example of changing the degree of adjustment of the control difficulty of the intermediate base based on the position of the intermediate base in the game space, the intermediate base whose reach to the main team of any team is relatively closer It is possible to reduce the degree of adjustment of the suppression difficulty of. This makes it more difficult to control an intermediate base closer to the opponent team's main team than to control an intermediate base farther away. For each other's team, it is possible to prevent the difficulty of capturing the other team from being easily reduced.
 第10の開示は、
 前記調整度合変更部は、前記第1チームに所属するキャラクタの種類、レベル、レアリティ値、属性、及び戦闘能力値のうちの何れか(以下包括して「性状」という)と、前記第2チームに所属するキャラクタの性状とに基づいて、前記調整度合を変更する、
 コンピュータシステムである。
The tenth disclosure is
The adjustment degree changing unit includes any one of the type, level, rarity value, attribute, and combat ability value of the character belonging to the first team (hereinafter collectively referred to as "property") and the second team. The degree of adjustment is changed based on the characteristics of the character belonging to.
It is a computer system.
 本開示によれば、各チームに所属するキャラクタの性状に基づいて、中間拠点の制圧難易度の調整度合を変更することができる。 According to this disclosure, it is possible to change the degree of adjustment of the control difficulty level of the intermediate base based on the characteristics of the characters belonging to each team.
 第11の開示は、
 前記調整度合変更部は、前記第1チームに所属するキャラクタの性状に基づく前記第1チームの総合値と、前記第2チームに所属するキャラクタの性状に基づく前記第2チームの総合値とに基づいて、前記調整度合を変更する、
 コンピュータシステムである。
The eleventh disclosure is
The adjustment degree changing unit is based on the total value of the first team based on the characteristics of the character belonging to the first team and the total value of the second team based on the characteristics of the character belonging to the second team. To change the degree of adjustment,
It is a computer system.
 本開示によれば、各チームに所属するキャラクタの性状に基づく一例として、各チームに所属するキャラクタの性状に基づく当該チームの総合値の差に基づいて、中間拠点の制圧難易度の調整度合を変更することができる。これにより、チームの総合値の差を劣勢の度合とみなして、劣勢の度合に応じて中間拠点の制圧難易度を調整する、といったことが可能となる。 According to the present disclosure, as an example based on the characteristics of the characters belonging to each team, the degree of adjustment of the control difficulty of the intermediate base is adjusted based on the difference in the total value of the team based on the characteristics of the characters belonging to each team. Can be changed. As a result, it is possible to regard the difference in the total value of the team as the degree of inferiority and adjust the difficulty of suppressing the intermediate base according to the degree of inferiority.
 第12の開示は、
 前記調整度合変更部は、前記第1チームに所属するキャラクタの組み合わせと、前記第2チームに所属するキャラクタの組み合わせとに基づいて、前記調整度合を変更する、
 コンピュータシステムである。
The twelfth disclosure is
The adjustment degree changing unit changes the adjustment degree based on the combination of the characters belonging to the first team and the combination of the characters belonging to the second team.
It is a computer system.
 本開示によれば、各チームに所属するキャラクタの組み合わせに基づいて、中間拠点の制圧難易度の調整度合を変更することができる。例えば、劣勢なチームに所属するキャラクタに特定のキャラクタの組み合わせを含む場合に、制圧難易度の調整度合を大きくする、といったことができる。キャラクタの組み合わせとは、例えば、同じ属性のキャラクタがN体以上含まれるといった性状に基づく組み合わせである。この場合、例えば、劣勢のチームに所属する同属性のキャラクタの数と、優勢のチームに所属する同属性のキャラクタの数との差によって調整度合を変更することとしてもよい。 According to this disclosure, it is possible to change the degree of adjustment of the control difficulty level of the intermediate base based on the combination of characters belonging to each team. For example, when a combination of a specific character is included in a character belonging to an inferior team, the degree of adjustment of the suppression difficulty can be increased. The combination of characters is, for example, a combination based on the property that N or more characters having the same attribute are included. In this case, for example, the degree of adjustment may be changed depending on the difference between the number of characters of the same attribute belonging to the inferior team and the number of characters of the same attribute belonging to the superior team.
 第13の開示は、
 前記調整度合変更部は、前記第1チームに所属するキャラクタの前記ゲーム空間中の配置位置に基づくフォーメーションと、前記第2チームに所属するキャラクタの前記ゲーム空間中の配置位置に基づくフォーメーションとに基づいて、前記調整度合を変更する、
 コンピュータシステムである。
The thirteenth disclosure is
The adjustment degree changing unit is based on a formation based on the arrangement position of the character belonging to the first team in the game space and a formation based on the arrangement position of the character belonging to the second team in the game space. To change the degree of adjustment,
It is a computer system.
 本開示によれば、各チームに所属するキャラクタのゲーム空間中の配置位置に基づくフォーメーションに基づいて、中間拠点の制圧難易度の調整度合を変更することができる。例えば、劣勢のチームのキャラクタの配置位置が特定のフォーメーションで場合に、制圧難易度の変更度合を大きくする、といったことができる。キャラクタのフォーメーションとは、例えば、十字型の配置であったり、直線状の配置であったり、といった陣形のことである。 According to this disclosure, it is possible to change the degree of adjustment of the suppression difficulty of the intermediate base based on the formation based on the arrangement position of the characters belonging to each team in the game space. For example, when the placement position of the character of the inferior team is in a specific formation, the degree of change in the suppression difficulty can be increased. The formation of a character is a formation such as a cross-shaped arrangement or a linear arrangement.
 第14の開示は、
 前記調整度合変更部は、前記ゲームの進行状況に基づいて、前記調整度合を変更する、
 コンピュータシステムである。
The 14th disclosure is
The adjustment degree changing unit changes the adjustment degree based on the progress of the game.
It is a computer system.
 本開示によれば、ゲームの進行状況に基づいて、中間拠点の制圧難易度の調整度合を変更することができる。 According to this disclosure, it is possible to change the degree of adjustment of the control difficulty level of the intermediate base based on the progress of the game.
 第15の開示は、
 前記中間拠点は、前記ゲーム空間に複数配置されており、
 前記調整度合変更部は、各チームの前記中間拠点の制圧状況に基づいて、前記調整度合を変更する、
 コンピュータシステムである。
The fifteenth disclosure is
A plurality of the intermediate bases are arranged in the game space, and the intermediate bases are arranged in the game space.
The adjustment degree changing unit changes the adjustment degree based on the suppression status of the intermediate base of each team.
It is a computer system.
 本開示によれば、ゲームの進行状況に基づく中間拠点の制圧難易度の調整度合の変更の一例として、各チームの中間拠点の制圧状況に基づいて調整度合を変更することができる。これにより、例えば、劣勢のチームが制圧済みの中間拠点の数が少ないほど調整度合を大きくすることで、劣勢のチームに対して、中間拠点をより制圧し易くして相手チームへの攻略を支援するといったことが可能となる。 According to this disclosure, as an example of changing the adjustment degree of the suppression difficulty of the intermediate base based on the progress of the game, the adjustment degree can be changed based on the suppression status of the intermediate base of each team. As a result, for example, the smaller the number of intermediate bases that the inferior team has already controlled, the greater the degree of adjustment, making it easier for the inferior team to control the intermediate bases and supporting the capture of the opponent team. It becomes possible to do.
 第16の開示は、
 前記調整度合変更部は、前記ゲームの経過時間に基づいて、前記調整度合を変更する、
 コンピュータシステムである。
The 16th disclosure is
The adjustment degree changing unit changes the adjustment degree based on the elapsed time of the game.
It is a computer system.
 本開示によれば、ゲームの進行状況に基づく中間拠点の制圧難易度の調整度合の変更の一例として、ゲームの経過時間に基づいて調整度合を変更することができる。これにより、例えば、ゲームの経過時間が長いほど調整度合を大きくすることで、ゲームの終了間際に劣勢な状況を一気に打開するようなチャンスを劣勢のチームに与えることができ、最後まで緊張感を持ったゲームとすることが可能となる。 According to the present disclosure, as an example of changing the adjustment degree of the suppression difficulty of the intermediate base based on the progress of the game, the adjustment degree can be changed based on the elapsed time of the game. As a result, for example, by increasing the degree of adjustment as the elapsed time of the game increases, the inferior team can be given a chance to overcome the inferior situation at once just before the end of the game, and the inferior team feels nervous until the end. It will be possible to have a game.
 第17の開示は、
 上記のコンピュータシステムであるサーバシステムと、
 各チームに所属するキャラクタを操作する各プレーヤがゲームプレイを行う操作端末と、
 を具備するゲームシステムである。
The 17th disclosure is
The server system, which is the above computer system, and
An operation terminal on which each player who operates a character belonging to each team plays a game,
It is a game system equipped with.
 本開示によれば、上記のコンピュータシステムと同様の効果を奏するゲームシステムを実現できる。 According to the present disclosure, it is possible to realize a game system having the same effect as the above computer system.
ゲームシステムの構成例。Game system configuration example. ゲームの概要図。Schematic diagram of the game. ゲームマップの一例。An example of a game map. ゲーム画面の一例。An example of a game screen. 中間拠点の制圧の説明図。An explanatory diagram of the suppression of intermediate bases. 中間拠点の制圧の説明図。An explanatory diagram of the suppression of intermediate bases. 調整レベル設定テーブルの一例。An example of the adjustment level setting table. 制圧難易度調整テーブルの一例。An example of a suppression difficulty adjustment table. 制圧難易度調整テーブルの一例。An example of a suppression difficulty adjustment table. 制圧難易度調整テーブルの一例。An example of a suppression difficulty adjustment table. 調整度合設定テーブルの一例。An example of the adjustment degree setting table. 調整度合設定テーブルの一例。An example of the adjustment degree setting table. 調整度合設定テーブルの一例。An example of the adjustment degree setting table. 調整度合設定テーブルの一例。An example of the adjustment degree setting table. 調整度合設定テーブルの一例。An example of the adjustment degree setting table. 調整度合設定テーブルの一例。An example of the adjustment degree setting table. サーバシステムの機能構成図。Functional configuration diagram of the server system. プレーヤ管理データの一例。An example of player management data. ゲーム初期設定データの一例。An example of game initialization data. プレイデータの一例。An example of play data. 操作端末の機能構成図。Function configuration diagram of the operation terminal. ゲーム処理のフローチャート。Flowchart of game processing.
 以下、図面を参照して本発明の好適な実施形態について説明する。なお、以下に説明する実施形態によって本発明が限定されるものではなく、本発明を適用可能な形態が以下の実施形態に限定されるものでもない。また、図面の記載において、同一要素には同一符号を付す。 Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. It should be noted that the embodiments described below do not limit the present invention, and the embodiments to which the present invention can be applied are not limited to the following embodiments. Further, in the description of the drawings, the same elements are designated by the same reference numerals.
[ゲームシステム]
 図1は、本実施形態のゲームシステムの構成の一例を示す図である。図1によれば、本実施形態のゲームシステム1は、通信ネットワークNに接続可能なサーバシステム1000と、通信ネットワークNを介してサーバシステム1000にアクセスし、サーバシステム1000との間で通信可能な複数の操作端末1500とを備える。
[Game system]
FIG. 1 is a diagram showing an example of the configuration of the game system of the present embodiment. According to FIG. 1, the game system 1 of the present embodiment can access the server system 1000 via the communication network N and the server system 1000 that can be connected to the communication network N, and can communicate with the server system 1000. It is equipped with a plurality of operation terminals 1500.
 通信ネットワークNは、データ通信が可能な通信路を意味する。すなわち、通信ネットワークNとは、直接接続のための専用線(専用ケーブル)やイーサネット(登録商標)等によるLAN(Local Area Network)の他、電話通信網やケーブル網、インターネット等の通信網を含む意味であり、また、通信方法については有線/無線を問わない。 Communication network N means a communication path capable of data communication. That is, the communication network N includes a telephone communication network, a cable network, a communication network such as the Internet, as well as a LAN (Local Area Network) using a dedicated line (dedicated cable) for direct connection and Ethernet (registered trademark). It is meaningful, and the communication method may be wired or wireless.
 サーバシステム1000は、本体装置1010と、キーボード1002と、ディスプレイ1004と、ストレージ1030とを有し、本体装置1010に制御基板1020を搭載するコンピュータシステムである。 The server system 1000 is a computer system having a main body device 1010, a keyboard 1002, a display 1004, and a storage 1030, and a control board 1020 is mounted on the main body device 1010.
 制御基板1020には、CPU(Central Processing Unit)1021やGPU(Graphics Processing Unit)、DSP(Digital Signal Processor)等の各種プロセッサ、VRAMやRAM、ROM等の各種ICメモリ1022、通信装置1023が搭載されている。なお、制御基板1020の一部又は全部は、ASIC(Application Specific Integrated Circuit)や、FPGA(Field-Programmable Gate Array)、SoC(System on a Chip)により実現するとしてもよい。これらの演算回路もプロセッサということができる。そして、サーバシステム1000は、制御基板1020が所定のプログラム及びデータに基づいて演算処理することにより、本実施形態のゲームを運営するための各種サービスを実現する。例えば、プレーヤ登録に係るプレーヤ管理機能、操作端末1500でのゲームの実行制御を管理するゲーム管理機能、を実現する。つまり、本実施形態におけるゲームは、一種のクライアント・サーバ型のオンラインゲームとして実現される。 The control board 1020 is equipped with various processors such as a CPU (Central Processing Unit) 1021, GPU (Graphics Processing Unit), DSP (Digital Signal Processor), various IC memories 1022 such as VRAM, RAM, and ROM, and a communication device 1023. ing. A part or all of the control board 1020 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or a SoC (System on a Chip). These arithmetic circuits can also be called processors. Then, the server system 1000 realizes various services for operating the game of the present embodiment by performing arithmetic processing on the control board 1020 based on a predetermined program and data. For example, a player management function related to player registration and a game management function for managing game execution control on the operation terminal 1500 are realized. That is, the game in this embodiment is realized as a kind of client-server type online game.
 なお、サーバシステム1000は、図1に示す単体の構成に限らず、各機能を分担する複数のブレードサーバを搭載して相互に内部バスを介してデータ通信可能に接続した構成であってもよい。或いは、離れた場所に設置された独立した複数のサーバを、通信回線を介してデータ通信させることで、全体としてサーバシステム1000として機能させる構成であってもよい。 The server system 1000 is not limited to the single configuration shown in FIG. 1, and may be configured by mounting a plurality of blade servers that share each function and connecting them to each other via an internal bus so that data communication is possible. .. Alternatively, a configuration may be configured in which a plurality of independent servers installed at remote locations perform data communication via a communication line to function as the server system 1000 as a whole.
 操作端末1500は、プレーヤ3がゲームプレイのために個別に使用するコンピュータシステムであって、通信ネットワークNを介してサーバシステム1000にアクセスできる電子機器である。本実施形態の操作端末1500は、ハードウェアとしてはいわゆるスマートフォンと呼ばれる装置として説明するが、携帯型ゲーム装置や、ゲームコントローラ、パソコン、タブレット型コンピュータ、ウェアラブルコンピュータ等でもよい。また、図1に示す単体の装置に限らず、複数の装置が連携して一体的に機能する構成であってもよい。 The operation terminal 1500 is a computer system individually used by the player 3 for game play, and is an electronic device that can access the server system 1000 via the communication network N. The operation terminal 1500 of the present embodiment will be described as a device called a so-called smartphone as hardware, but may be a portable game device, a game controller, a personal computer, a tablet computer, a wearable computer, or the like. Further, the present invention is not limited to the single device shown in FIG. 1, and a plurality of devices may be configured to cooperate and function integrally.
[ゲームの説明]
 ゲームシステム1において提供されるオンラインゲームは、複数のプレーヤ3がチームに分かれ、各プレーヤ3がゲーム空間内でプレーヤキャラクタを操作することでチームが交戦するチーム対戦ゲームである。
[Game description]
The online game provided in the game system 1 is a team battle game in which a plurality of players 3 are divided into teams, and each player 3 operates a player character in the game space to engage the teams.
 図2は、本実施形態におけるチーム対戦ゲームについて説明する概念図である。本実施形態のゲームは、ゲームフィールド10内において、複数のプレーヤ3が、図2中、左から右へ攻める第1チーム(「team RED」と名付けられている)と、右から左へ攻める第2チーム(「team BLUE」と名付けられている)との2つのチームに分かれ、各プレーヤ3が兵士キャラクタをプレーヤキャラクタ5として用いて戦う。 FIG. 2 is a conceptual diagram illustrating a team battle game in this embodiment. In the game of the present embodiment, in the game field 10, a plurality of players 3 attack from left to right in FIG. 2, the first team (named "team RED"), and the first team from right to left. It is divided into two teams (named "team BLUE"), and each player 3 fights using the soldier character as the player character 5.
 ゲームフィールド10は、ゲーム空間において構築した様々な地形上に各チームの拠点となる本陣12及び中間拠点14を設定して構成される。本陣12は、ゲーム開始時よりその所属が各チームに固定的に設定されている最初の拠点であり、チーム毎に1又は複数が設定される。本実施形態では、第1チームの本陣12である第1チーム本陣12aと、第2チームの本陣12である第2チーム本陣12bとが設定される。中間拠点14は、ゲーム開始時には何れのチームにも所属しない中立の拠点であり、各チームが制圧することで自チームの拠点として利用可能となる。対戦の開始時、各キャラクタ5は、所属チームの本陣12に出現して出撃する。そして、本陣12間に点在する中間拠点14を制圧しながら進軍し、先に相手チームの本陣12を攻略したチームが勝ちとなる。また、本ゲームには制限時間が設けられており、制限時間を経過した時点でどちらのチームも相手チームの本陣12を攻略できなかった場合には、ゲージ値が多いチームの勝ちとなる。 The game field 10 is configured by setting the main team 12 and the intermediate base 14 as the bases of each team on various terrains constructed in the game space. The main team 12 is the first base to which the affiliation is fixedly set for each team from the start of the game, and one or more are set for each team. In the present embodiment, the first team main team 12a, which is the main team 12 of the first team, and the second team main team 12b, which is the main team 12 of the second team, are set. The intermediate base 14 is a neutral base that does not belong to any team at the start of the game, and can be used as a base of its own team by controlling each team. At the start of the battle, each character 5 appears in the main team 12 of the team to which the character belongs and sorties. Then, the team that advances while controlling the intermediate bases 14 scattered between the main teams 12 and captures the main team 12 of the opponent team first wins. In addition, a time limit is set in this game, and if neither team can capture the main team 12 of the other team when the time limit has passed, the team with the larger gauge value wins.
 図3は、ゲームフィールド10として設定されるゲームマップの一例である。本実施形態では、砂漠や山岳地帯、城郭、宇宙空間といった様々な地形のゲームマップが用意されている。何れの地形のゲームマップであっても、相手チームの本陣12の攻略を主目的とするゲームである。そのため、基本的には、各チームの本陣12同士が互いに遠くなるような位置に設定され、各チームの本陣12の間に複数の中間拠点14が点在するように設定される。つまり、中間拠点14は、各チームの本陣12から見て、相手チームの本陣12までの到達距離よりも短い到達距離で到達可能な位置に設定される。図3の例では、図3中左側に第1チームの本陣(第1チーム本陣)12aが設定され、右側に第2チームの本陣(第2チーム本陣)12bが設定される。また、第1チーム本陣12aと第2チーム本陣12bとの間となる中央付近に中間拠点14が点在するように設定される。 FIG. 3 is an example of a game map set as the game field 10. In this embodiment, game maps of various terrains such as deserts, mountainous areas, castles, and outer space are prepared. Regardless of the terrain of the game map, it is a game whose main purpose is to capture the main team 12 of the opponent team. Therefore, basically, the main teams 12 of each team are set at positions far from each other, and a plurality of intermediate bases 14 are set to be scattered between the main teams 12 of each team. That is, the intermediate base 14 is set to a position that can be reached with a shorter reach than the reach of the opponent team's main team 12 when viewed from the main team 12 of each team. In the example of FIG. 3, the main team (first team main team) 12a of the first team is set on the left side in FIG. 3, and the main team (second team main team) 12b of the second team is set on the right side. Further, the intermediate bases 14 are set to be scattered near the center between the first team main team 12a and the second team main team 12b.
 対戦の開始時には、各チームのキャラクタ5は自チームの本陣12に出現し、全ての中間拠点14は何れのチームにも所属しない中立な状態である。対戦が開始すると、各チームは、中間拠点14を制圧することでその中間拠点14を自チームに所属する拠点とすることができる。各チームのキャラクタ5は、自チームに所属する(=自チームが制圧した)中間拠点14を、体力値の回復や戦闘不能となった後の再出現位置とする等の出撃拠点として利用したり、また、自チームの本陣12を相手チームからの攻略を防ぐ防衛拠点として利用することができる。従って、制圧する中間拠点14の数や、どの中間拠点14を制圧するかで戦況が大きく変化し得る。このため、中間拠点14を制圧することが、ゲームを有利に進めるためのポイントの一つとなる。 At the start of the match, the character 5 of each team appears in the main team 12 of the own team, and all the intermediate bases 14 are in a neutral state that does not belong to any team. When the match starts, each team can make the intermediate base 14 a base belonging to its own team by controlling the intermediate base 14. Character 5 of each team can use the intermediate base 14 belonging to its own team (= controlled by its own team) as a sortie base such as recovery of physical strength value or reappearance position after becoming incapacitated. In addition, the main team 12 of the own team can be used as a defense base to prevent capture from the opponent team. Therefore, the battle situation can change significantly depending on the number of intermediate bases 14 to be suppressed and which intermediate base 14 is to be controlled. Therefore, controlling the intermediate base 14 is one of the points for advancing the game in an advantageous manner.
 図4は、ゲーム中においてプレーヤ3の操作端末1500に表示されるゲーム画面の一例である。ゲーム画面は、プレーヤ3が操作するプレーヤキャラクタ5に追従するように設定された仮想カメラから見たゲームフィールド10内の画像に、各チームの本陣12の攻略度合を示す本陣パラメータ値に応じてゲージ値が増減する本陣ゲージ20や、ゲーム開始からの経過時間22等のゲームに関する各種情報を合成した画面として表示される。そのほか、ゲームフィールド10の概略マップに各チームの拠点やキャラクタ5の概略位置を示すレーダ画面等を表示するようにしてもよい。 FIG. 4 is an example of a game screen displayed on the operation terminal 1500 of the player 3 during the game. The game screen is a gauge according to the main team parameter value indicating the degree of capture of the main team 12 of each team on the image in the game field 10 seen from the virtual camera set to follow the player character 5 operated by the player 3. It is displayed as a screen in which various information related to the game such as the main team gauge 20 whose value increases or decreases and the elapsed time 22 from the start of the game are combined. In addition, a radar screen or the like showing the base of each team or the approximate position of the character 5 may be displayed on the schematic map of the game field 10.
 本陣ゲージ20は、左側のゲージであれば左端を「0%」、右端を「100%」とし、右側のゲージであれば右端を「0%」、左端を「100%」として、ゲージ値によって本陣パラメータ値をパーセント表示する。本陣パラメータ値は、ゲーム開始時には所定値(100%)に設定され、ゲーム中に相手チームのキャラクタ5から攻撃を受けることで減少し、ゼロ(0%)になると当該本陣12が相手チームに攻略されたことになる。図4の例では、本陣ゲージ20として、画面上部左側に第1チームについての第1本陣ゲージ20aが表示され、右側に第2チームについての第2本陣ゲージ20bが表示されている。 For the main gauge 20, the left end is "0%" and the right end is "100%" for the left gauge, the right end is "0%" and the left end is "100%" for the right gauge, depending on the gauge value. The main parameter value is displayed as a percentage. The main team parameter value is set to a predetermined value (100%) at the start of the game, decreases by being attacked by the character 5 of the opponent team during the game, and when it reaches zero (0%), the main team 12 captures the opponent team. It will be done. In the example of FIG. 4, as the main team gauge 20, the first main team gauge 20a for the first team is displayed on the upper left side of the screen, and the second main team gauge 20b for the second team is displayed on the right side.
 なお、本実施形態では、ゲージ値は、当該チームの本陣パラメータ値に応じて増減することとして説明するが、逆に、相手チームの本陣パラメータ値に応じて増減することとしてもよい。その場合、ゲージ値は、相手チームをどれだけ攻略したかを示す値、すなわち、自チームにとってはゲーム進捗状況を示す値となる。 In the present embodiment, the gauge value will be described as increasing or decreasing according to the main team parameter value of the team concerned, but conversely, it may be increased or decreased according to the main team parameter value of the opponent team. In that case, the gauge value is a value indicating how much the opponent team has been captured, that is, a value indicating the progress of the game for the own team.
 なお、本実施形態のゲームには制限時間があるので、経過時間22として、ゲーム終了までの残り時間を表示するようにしてもよい。 Since the game of this embodiment has a time limit, the remaining time until the end of the game may be displayed as the elapsed time 22.
 ゲームフィールド10に設定される複数の中間拠点14は、ゲーム開始時には、何れのチームにも所属しない中立の拠点であり、各チームが制圧することで自チームの拠点として利用可能となる。 The plurality of intermediate bases 14 set in the game field 10 are neutral bases that do not belong to any team at the start of the game, and can be used as bases for their own teams by controlling each team.
 図5は、中間拠点14の制圧を説明するための図である。中間拠点14は、所定の制圧条件を満たすことで制圧することができる。本実施形態における中間拠点14の制圧条件は、当該中間拠点14に定められた所定の制圧エリア16内に位置する各チームのキャラクタ数に関するキャラクタ数条件を満たし、且つ、上記のキャラクタ数条件を満たした状態で所定時間が経過すること(時間条件)、である。キャラクタ数条件は、相手チームとの相対的又は絶対的な自チームのキャラクタ数の条件として定められる。キャラクタ数条件は、例えば“自チームのキャラクタ数が相手チームのキャラクタ数より2体以上多い”、“相手チームのキャラクタがいない状態で自チームのキャラクタが3体以上いる”といった条件として定められる。時間条件は、例えば“10秒”といったように、数~数十秒程度の所定時間の条件として定められる。 FIG. 5 is a diagram for explaining the suppression of the intermediate base 14. The intermediate base 14 can be suppressed by satisfying a predetermined suppression condition. The suppression condition of the intermediate base 14 in the present embodiment satisfies the character number condition regarding the number of characters of each team located in the predetermined suppression area 16 defined in the intermediate base 14, and also satisfies the above character number condition. A predetermined time elapses in this state (time condition). The character number condition is defined as a condition for the number of characters of the own team relative to or absolute with the opponent team. The character number condition is defined as, for example, "the number of characters of the own team is two or more more than the number of characters of the opponent team" and "there are three or more characters of the own team without the character of the opponent team". The time condition is defined as a predetermined time condition of several to several tens of seconds, for example, "10 seconds".
 図5は、第1チームが中間拠点14を制圧しようとしている状態のゲーム画面を示しており、このゲーム画面には制圧ゲージ24が表示される。制圧ゲージ24は、中間拠点14を制圧しようとしているチーム(以下「制圧途中チーム」という)の制圧度合いを示すゲージである。制圧ゲージ24は、図5中左端を時間条件となる所定時間のカウント開始時点、右端を時間条件となる所定時間の経過時点として、キャラクタ数条件を満たした状態での経過時間に応じてゲージ値が増加することで、時間条件をどの程度満たしたかを示す。つまり、制圧ゲージ24は、一方のチームが、制圧条件の1つであるキャラクタ数条件を満たした状態となり、中間拠点14を制圧しようとしている制圧途中チームとみなされた時点で表示される。そして、その制圧途中チームがキャラクタ数条件を満たした状態での経過時間に応じて、制圧ゲージ24のゲージ値が増加する。 FIG. 5 shows a game screen in which the first team is trying to suppress the intermediate base 14, and the suppression gauge 24 is displayed on this game screen. The suppression gauge 24 is a gauge indicating the degree of suppression of the team trying to suppress the intermediate base 14 (hereinafter referred to as "team in the middle of suppression"). The suppression gauge 24 has a gauge value according to the elapsed time in a state where the character number condition is satisfied, with the left end in FIG. Increases to indicate how well the time condition is met. That is, the suppression gauge 24 is displayed when one of the teams is in a state of satisfying the character number condition, which is one of the suppression conditions, and is regarded as a team in the middle of suppression that is trying to suppress the intermediate base 14. Then, the gauge value of the suppression gauge 24 increases according to the elapsed time in the state where the team in the middle of suppression satisfies the character number condition.
 図5では、第1チームが中間拠点14を制圧しようとしている状態を示している。つまり、中間拠点14の制圧エリア16内に位置するキャラクタの数として、第1チームのキャラクタ5の数(図5では、3体)が、第2チームのキャラクタの数(図5では、1体)よりも多く、キャラクタ数条件を満たしている状態である。そして、第1チームがキャラクタ数条件を満たした状態での経過時間が、制圧ゲージ24でのゲージ値によって示されている。制圧途中チームのプレーヤ3は、キャラクタ数条件を満たした状態が継続されるように、相手チームのキャラクタ5を制圧エリア16内に侵入させないようにしながら、時間条件を満たすまで現状を維持するように努める。 FIG. 5 shows a state in which the first team is trying to control the intermediate base 14. That is, as the number of characters located in the suppression area 16 of the intermediate base 14, the number of characters 5 of the first team (three in FIG. 5) is the number of characters of the second team (one in FIG. 5). ), And the condition for the number of characters is satisfied. Then, the elapsed time in the state where the first team satisfies the character number condition is indicated by the gauge value in the suppression gauge 24. Player 3 of the team in the middle of suppression should maintain the status quo until the time condition is satisfied while preventing the character 5 of the opponent team from entering the suppression area 16 so that the state of satisfying the character number condition is continued. Strive.
 そして、図6に示すように、キャラクタ数条件を満たした状態で所定時間が経過して時間条件を満たすと、制圧条件を満たしたことになり、制圧途中チームがその中間拠点を制圧したことになる。また、制圧ゲージ24のゲージ値が満タン(100%)となって、時間条件を満たしたことが示される。以降は、その中間拠点は、制圧したチームに所属する拠点となり、当該チームが自チームの拠点として利用することができる。なお、中間拠点14は、一方のチームが制圧した後であっても、他方のチームが制圧条件を満たすことで制圧し、一方のチームから奪って他方のチームに所属する拠点とすることができる。 Then, as shown in FIG. 6, when the predetermined time elapses and the time condition is satisfied while the character number condition is satisfied, the suppression condition is satisfied, and the team in the middle of suppression controls the intermediate base. Become. Further, the gauge value of the suppression gauge 24 is full (100%), indicating that the time condition is satisfied. After that, the intermediate base becomes a base belonging to the suppressed team, and the team can use it as a base of its own team. It should be noted that the intermediate base 14 can be suppressed by satisfying the suppression conditions by the other team even after the suppression by one team, and can be taken from one team to become a base belonging to the other team. ..
 本実施形態の特徴の一つとして、第1チーム及び第2チームそれぞれの本陣パラメータ値又は本陣ゲージ20のゲージ値に基づいて、中間拠点14の制圧難易度を調整している点がある。中間拠点14の制圧難易度の調整の仕方としては、制圧条件を変更すること、各チームの戦闘パラメータ値を変更すること、の大きく2種類がある。 One of the features of this embodiment is that the difficulty level of suppression of the intermediate base 14 is adjusted based on the main team parameter value of each of the first team and the second team or the gauge value of the main team gauge 20. There are two main ways to adjust the suppression difficulty of the intermediate base 14, one is to change the suppression conditions, and the other is to change the battle parameter values of each team.
 制圧条件を緩和するように変更することで、中間拠点14の制圧難易度が低下して制圧し易くなり、逆に、制圧条件を厳しくするように変更することで、中間拠点14の制圧難易度が上昇して制圧し難くなる。上述したように、制圧条件は、中間拠点14の制圧エリア16内に位置するキャラクタ数に関するキャラクタ数条件と、このキャラクタ数条件を満たした状態での経過時間に関する時間条件との2つの条件を含む。制圧条件の変更とは、この2つの条件の何れか又は両方を変更することである。例えば、制圧条件を緩和するような変更として、キャラクタ数条件を、中間拠点14の制圧エリア16内に位置すべきキャラクタ数を低下させるように変更することや、時間条件を、経過すべき所定時間を短くするように変更すること、等がある。逆に、制圧条件を厳しくするような変更として、キャラクタ数条件を、中間拠点14の制圧エリア16内に位置すべきキャラクタ数を増加させるように変更することや、時間条件を、経過すべき所定時間を長くするように変更すること、等がある。 By changing to relax the suppression conditions, the difficulty of suppressing the intermediate base 14 decreases and it becomes easier to suppress, and conversely, by changing to make the suppression conditions stricter, the difficulty of suppressing the intermediate base 14 Rise and become difficult to control. As described above, the suppression condition includes two conditions, a character number condition regarding the number of characters located in the suppression area 16 of the intermediate base 14, and a time condition regarding the elapsed time in a state where the character number condition is satisfied. .. Changing the suppression conditions means changing either or both of these two conditions. For example, as a change to relax the suppression condition, the character number condition may be changed so as to reduce the number of characters to be located in the suppression area 16 of the intermediate base 14, or the time condition should be changed to a predetermined time to elapse. There are things such as changing to shorten. On the contrary, as a change to make the suppression condition strict, the character number condition is changed so as to increase the number of characters to be located in the suppression area 16 of the intermediate base 14, and the time condition should be passed. There are things like changing to make the time longer.
 また、各チームの戦闘パラメータ値を一時的に変更することで、各チーム間の相対的な戦闘能力を調整して各チームによる中間拠点14の制圧難易度を調整することができる。例えば、一方のチームの攻撃に関する戦闘パラメータ値を上昇させたり、他方のチームの防御に関する戦闘パラメータ値を低下させるたりすることで、一方のチームの戦闘能力が相対的に上昇し、一方のチームにとっては中間拠点14の制圧難易度が低下して制圧し易くなる。逆に、一方のチームの攻撃に関する戦闘パラメータ値を低下させたり、他方のチームの防御に関するパラメータ値を上昇させたりすることで、一方のチームの戦闘能力が相対的に低下し、一方のチームにとっては中間拠点14の制圧難易度が上昇して制圧し難くなる。 Also, by temporarily changing the battle parameter value of each team, it is possible to adjust the relative fighting ability between each team and adjust the difficulty of controlling the intermediate base 14 by each team. For example, by increasing the combat parameter value for the attack of one team or decreasing the combat parameter value for the defense of the other team, the combat ability of one team is relatively increased, and for one team. Reduces the difficulty of suppressing the intermediate base 14, and makes it easier to suppress. Conversely, by lowering the combat parameter value for the attack of one team or increasing the parameter value for the defense of the other team, the fighting ability of one team is relatively reduced, and for one team. The difficulty of suppressing the intermediate base 14 increases and it becomes difficult to suppress.
 チームの戦闘パラメータ値の変更は、当該チームに所属するキャラクタ5の戦闘パラメータ値の変更によって行う。戦闘パラメータ値とは、例えば、攻撃力や防御力、キャラクタ同士の対戦に影響するパラメータ値である。また、戦闘パラメータ値を変更するキャラクタは、当該チームに所属するキャラクタのうち、全てのキャラクタとしてもよいし、大将といった特定のキャラクタとしてもよいし、当該中間拠点の制圧に関与しているキャラクタのみとしてもよい。 The battle parameter value of the team is changed by changing the battle parameter value of the character 5 belonging to the team. The battle parameter value is, for example, a parameter value that affects the offensive power, the defensive power, and the battle between characters. In addition, the character whose battle parameter value is changed may be all characters belonging to the team, a specific character such as a general, or only a character involved in the suppression of the intermediate base. May be.
 本実施形態では、中間拠点14の制圧難易度の調整をチーム毎に行う。つまり、同じ中間拠点14であっても、第1チームと第2チームとでは制圧難易度が異なり得る。また、中間拠点14の制圧難易度の調整は、第1チーム及び第2チームそれぞれの本陣パラメータ値又は本陣ゲージ20のゲージ値に基づく調整レベルに従って行う。調整レベルは、図7に一例を示す調整レベル設定テーブル318に従って算出される。 In this embodiment, the difficulty level of suppression of the intermediate base 14 is adjusted for each team. That is, even in the same intermediate base 14, the difficulty level of suppression may differ between the first team and the second team. Further, the adjustment of the suppression difficulty level of the intermediate base 14 is performed according to the adjustment level based on the main team parameter value of each of the first team and the second team or the gauge value of the main team gauge 20. The adjustment level is calculated according to the adjustment level setting table 318 shown in FIG. 7 as an example.
 図7は、調整レベル設定テーブル318の一例である。図7に示すように、調整レベル設定テーブル318は、中間拠点14の制圧難易度の調整の対象となるチーム(以下「対象チーム」という)本陣パラメータ値と相手チームの本陣パラメータ値との差に、調整レベルを対応付けて定めている。本実施形態では、対象チームの本陣パラメータ値よりも相手チームの本陣パラメータ値のほうが大きく、且つ、その差が大きいほど、調整レベルを大きい値とするように定めている。つまり、各チームの本陣12の攻略度合の差を対戦状況の優劣(優勢・劣勢)の度合とみなして、対象チームが劣勢であるとみなせる度合が大きいほど、調整レベルを大きい値とするように定めている。なお、図7では、本陣パラメータ値に基づく例を示しているが、本陣ゲージ20のゲージ値に基づいて算出してもよい。本陣ゲージ20のゲージ値は、本陣パラメータ値に応じた値であるからである。 FIG. 7 is an example of the adjustment level setting table 318. As shown in FIG. 7, the adjustment level setting table 318 shows the difference between the main team parameter value of the team (hereinafter referred to as “target team”) to be adjusted for the suppression difficulty of the intermediate base 14 and the main team parameter value of the opponent team. , The adjustment level is associated and defined. In the present embodiment, it is defined that the larger the main team parameter value of the opponent team is larger than the main team parameter value of the target team, and the larger the difference is, the larger the adjustment level is. In other words, the difference in the degree of capture of the main team 12 of each team is regarded as the degree of superiority or inferiority (superiority / inferiority) of the battle situation, and the greater the degree to which the target team can be regarded as inferior, the larger the adjustment level is. It has established. Although FIG. 7 shows an example based on the Honjin parameter value, it may be calculated based on the gauge value of the Honjin gauge 20. This is because the gauge value of the main team gauge 20 is a value corresponding to the main team parameter value.
 そして、この調整レベルに応じて、対象チームについての中間拠点14の制圧難易度を調整するが、更に、各チームや中間拠点14に関する各種要素に応じてその調整度合を可変に変更する。これらの各種要素については詳細を後述する。 Then, the difficulty level of suppressing the intermediate base 14 for the target team is adjusted according to this adjustment level, and the degree of adjustment is variably changed according to various factors related to each team and the intermediate base 14. Details of these various elements will be described later.
 対象チームについての調整レベルに応じた中間拠点14の制圧難易度の調整は、調整レベル毎に定められた制圧難易度調整テーブル322に従って行われる。図8~図10は、制圧難易度調整テーブル322の一例を示す図である。これらの制圧難易度調整テーブル322では、変更の対象となる制圧条件及び各チームの戦闘パラメータ値のそれぞれについての変更内容を定めている。基本的には、調整レベルが大きいほど、つまり、対象チームが劣勢であるとみなせる度合が大きいほど、中間拠点14の制圧難易度をより低下させるような変更内容に定めている。更に、各制圧難易度調整テーブル322においては、調整度合に応じて、その変更内容を細かく調整している。基本的には、調整度合が大きいほど、変更の度合いが大きくなるように、つまり、中間拠点14の制圧難易度をより低下させるような変更内容に調整している。 Adjustment of the suppression difficulty level of the intermediate base 14 according to the adjustment level of the target team is performed according to the suppression difficulty adjustment table 322 determined for each adjustment level. 8 to 10 are diagrams showing an example of the suppression difficulty adjustment table 322. In these suppression difficulty adjustment tables 322, the contents of changes for each of the suppression conditions to be changed and the battle parameter values of each team are defined. Basically, the larger the adjustment level, that is, the greater the degree to which the target team can be regarded as inferior, the lower the difficulty of suppressing the intermediate base 14 is set. Further, in each suppression difficulty adjustment table 322, the change contents are finely adjusted according to the adjustment degree. Basically, the greater the degree of adjustment, the greater the degree of change, that is, the adjustment is made so that the difficulty of suppressing the intermediate base 14 is further reduced.
 図8は、調整レベル「0」についての制圧難易度調整テーブル322Aの一例である。図9は、調整レベル「1」についての制圧難易度調整テーブル322Bの一例である。図10は、調整レベル「2」についての制圧難易度調整テーブル322Cの一例である。 FIG. 8 is an example of the suppression difficulty adjustment table 322A for the adjustment level “0”. FIG. 9 is an example of the suppression difficulty adjustment table 322B for the adjustment level “1”. FIG. 10 is an example of the suppression difficulty adjustment table 322C for the adjustment level “2”.
 調整レベルが「0」とは、対象チームは相手チームに対して劣勢ではない対戦状況(均衡している又は優勢な対戦状況)である。従って、調整レベル「0」についての制圧難易度調整テーブル322Aでは、制圧条件については所定値とし、調整度合に応じた調整をしないように定めている。また、各チームの戦闘パラメータ値については変更しないように定めている。そして、この調整レベル「0」についての制圧難易度を標準値とし、調整レベルが「1」以上の各調整レベルにおいては、制圧難易度をこの標準値から低下させるような変更をするように定めている。 The adjustment level is "0", which means that the target team is not inferior to the opponent team in the battle situation (balanced or superior battle situation). Therefore, in the suppression difficulty adjustment table 322A for the adjustment level "0", the suppression condition is set to a predetermined value, and adjustment is not performed according to the adjustment degree. In addition, it is stipulated that the battle parameter values of each team will not be changed. Then, the suppression difficulty level for this adjustment level "0" is set as the standard value, and at each adjustment level whose adjustment level is "1" or higher, the suppression difficulty level is determined to be lowered from this standard value. ing.
 調整レベルが「1」とは、対象チームが相手チームに対してやや劣勢な対戦状況である。従って、調整レベル「1」についての制圧難易度調整テーブル322Bでは、調整度合が小さいとき(図9の例では、「1」以下)は、調整レベルが「0」の場合と同等の制圧難易度とし、調整度合の増加に伴って制圧難易度を徐々に低下させるように定めている。すなわち、制圧条件については、調整レベル「0」についての制圧難易度調整テーブル322Aで定められる制圧条件から、調整度合の増加に伴って徐々に緩和する変更をするように定めている。また、戦闘パラメータ値については、対象チームの攻撃力を調整度合の増加に伴って徐々に増加させることで、相手チームに対する対象チームの戦闘能力を相対的に徐々に増加させるように変更している。 The adjustment level is "1", which means that the target team is slightly inferior to the opponent team. Therefore, in the suppression difficulty adjustment table 322B for the adjustment level “1”, when the adjustment degree is small (“1” or less in the example of FIG. 9), the suppression difficulty is equivalent to that when the adjustment level is “0”. It is stipulated that the difficulty of suppression is gradually reduced as the degree of adjustment increases. That is, regarding the suppression condition, it is stipulated that the suppression condition defined in the suppression difficulty adjustment table 322A for the adjustment level "0" is gradually relaxed as the adjustment degree increases. In addition, regarding the battle parameter value, the attack power of the target team is gradually increased as the degree of adjustment increases, so that the combat ability of the target team against the opponent team is gradually increased. ..
 調整レベルが「2」とは、調整レベルが「1」の場合より、更に、対象チームが相手チームに対して劣勢な対戦状況である。従って、調整レベル「2」についての制圧難易度調整テーブル322Cでは、調整度合が小さいとき(図10の例では、「1」以下)は、調整レベルが「0」の場合に比較してやや低下させた制圧難易度とし、調整度合の増加に伴って制圧難易度を徐々に低下させるように定めている。すなわち、制圧条件については、調整レベル「0」についての制圧難易度調整テーブル322Aで定められる制圧条件をやや緩和させた値から、調整度合の増加に伴って徐々に緩和する変更をするように定めている。また、戦闘パラメータ値については、対象チームの攻撃力を調整度合の増加に伴って徐々に増加させるともに、相手チームの防御力を調整度合の増加に伴って徐々に低下させることで、相手チームに対する対象チームの戦闘能力を相対的に徐々に増加させるように変更している。この対象チームの戦闘能力の相対的な増加の程度は、調整レベルが「1」の場合よりも大きくなっている。 The adjustment level is "2", which means that the target team is inferior to the opponent team compared to the case where the adjustment level is "1". Therefore, in the suppression difficulty adjustment table 322C for the adjustment level “2”, when the adjustment degree is small (“1” or less in the example of FIG. 10), the adjustment level is slightly lowered as compared with the case where the adjustment level is “0”. The difficulty level of suppression is set so that the difficulty level of suppression is gradually reduced as the degree of adjustment increases. That is, regarding the suppression condition, it is determined that the suppression condition defined in the suppression difficulty adjustment table 322A for the adjustment level "0" is changed from a slightly relaxed value to gradually relax as the adjustment degree increases. ing. Regarding the battle parameter value, the attack power of the target team is gradually increased as the degree of adjustment increases, and the defense power of the opponent team is gradually decreased as the degree of adjustment increases. The fighting ability of the target team has been changed to increase relatively gradually. The degree of relative increase in the fighting ability of this target team is greater than when the adjustment level is "1".
 図示を省略するが、調整レベルが「3」以上についても同様である。つまり、各調整レベルについての制圧難易度調整テーブル322においては、調整度合が小さいとき(例えば、「1」以下)は、調整レベルが「0」の場合の制圧難易度から調整レベルに応じて低下させた制圧難易度とし、調整度合の増加に伴って制圧難易度を徐々に低下させるように定めている。なお、戦闘パラメータ値の変更は、相手チームの攻撃力を低下させることで、対象チームの相手チームに対する相対的な戦闘能力を増加させるようにしてもよい。 Although not shown, the same applies to adjustment levels of "3" and above. That is, in the suppression difficulty adjustment table 322 for each adjustment level, when the adjustment degree is small (for example, "1" or less), the suppression difficulty when the adjustment level is "0" decreases according to the adjustment level. The difficulty level of suppression is set, and it is stipulated that the difficulty level of suppression is gradually reduced as the degree of adjustment increases. It should be noted that the change of the battle parameter value may increase the relative fighting ability of the target team with respect to the opponent team by lowering the attack power of the opponent team.
 調整度合を決める各種要素について説明する。本実施形態では、6つの要素(第1要素~第6要素)の各値の乗算値(乗算係数)を調整度合とする。各要素の値は、それぞれ、図11~図16に一例を示す調整度合設定テーブル320に従って定められる。6つの要素の乗算値を全て掛け合わせた結果の値から小数部分を切り捨てた大数部分(整数値)を、制圧難易度調整テーブルの調整度合として用いる。なお、6つの要素(第1要素~第6要素)全てを用いるのではなく、これらのうちの1つ又は複数を選択することで、使用する乗算値を決定して調整度合を算出することとしてもよい。 Explain the various factors that determine the degree of adjustment. In the present embodiment, the multiplication value (multiplication coefficient) of each value of the six elements (first element to sixth element) is set as the degree of adjustment. The value of each element is determined according to the adjustment degree setting table 320 shown in FIGS. 11 to 16 as an example. The large number part (integer value) obtained by rounding down the decimal part from the value obtained by multiplying all the multiplication values of the six elements is used as the adjustment degree of the suppression difficulty adjustment table. In addition, instead of using all six elements (first element to sixth element), by selecting one or more of these, the multiplication value to be used is determined and the degree of adjustment is calculated. May be good.
 図11は、第1要素の値を定める調整度合設定テーブル320Aの一例である。第1要素は、ゲーム空間中の中間拠点14の配置位置に基づく要素である。図11に示す調整度合設定テーブル320Aでは、中間拠点14から相手チーム本陣までの距離に、第1要素の値を対応付けて定めている。本実施形態では、距離が長いほど、第1要素の値が大きくなるように定めている。なお、図11では、中間拠点14から相手チーム本陣までの距離としているが、中間拠点14から対象チーム本陣までの距離としてもよい。つまり、各チームの本陣までの到達距離が相対的に近い中間拠点に係る調整度合を、相対的に遠い中間拠点に係る調整度合より小さくしている、といえる。 FIG. 11 is an example of the adjustment degree setting table 320A that determines the value of the first element. The first element is an element based on the arrangement position of the intermediate base 14 in the game space. In the adjustment degree setting table 320A shown in FIG. 11, the value of the first element is associated with the distance from the intermediate base 14 to the opponent team's main team. In the present embodiment, the longer the distance, the larger the value of the first element. In FIG. 11, the distance from the intermediate base 14 to the opponent team's main team is used, but the distance from the intermediate base 14 to the target team's main team may be used. In other words, it can be said that the degree of adjustment for the intermediate bases where the reach to the main team of each team is relatively short is smaller than the degree of adjustment for the intermediate bases which are relatively far away.
 図12は、第2要素の値を定める調整度合設定テーブル320Bの一例である。「第2要素」は、各チームの所属するキャラクタ5の種類、レベル、レアリティ値(希少値)、属性、戦闘能力値(攻撃力や防御力等)のうちの何れかである性状に基づく要素であるともに、各チームに所属するキャラクタ5の性状に基づくチームの総合値に基づく要素である。図12に示す調整度合設定テーブル320Bでは、相手チームの総合値と対象チームの総合値との差に、第2要素の値を対応付けて定めている。本実施形態では、対象チームの総合値よりも相手チームの総合値のほうが高く、且つ、その差が大きいほど、第2要素の値が大きくなるように定めている。チームの総合値は、当該チームに所属するキャラクタの個別能力値を当該キャラクタの性状に基づいて求め、その合算値とする。キャラクタの個別能力値は、性状であるレベルが高いほど、レアリティ値が高いほど、戦闘能力値が高いほど、高い値となるとともに、また、特定の属性である場合はそれ以外の属性よりも高い値となるように定義される。 FIG. 12 is an example of the adjustment degree setting table 320B that determines the value of the second element. The "second element" is an element based on the characteristics of any of the types, levels, rarity values (rare values), attributes, and combat ability values (attack power, defense power, etc.) of the character 5 to which each team belongs. Both are elements based on the total value of the team based on the properties of the character 5 belonging to each team. In the adjustment degree setting table 320B shown in FIG. 12, the value of the second element is associated with the difference between the total value of the opponent team and the total value of the target team. In the present embodiment, it is defined that the total value of the opponent team is higher than the total value of the target team, and the larger the difference, the larger the value of the second element. The total value of the team is the total value of the individual ability values of the characters belonging to the team obtained based on the characteristics of the character. The character's individual ability value becomes higher as the property level is higher, the rarity value is higher, the combat ability value is higher, and if it is a specific attribute, it is higher than other attributes. Defined to be a value.
 図13は、第3要素の値を定める調整度合設定テーブル320Cの一例である。第3要素は、各チームのキャラクタの組み合わせに基づく要素である。図13に示す調整度合設定テーブル320Cでは、対象チームに所属するキャラクタに関する組み合わせ条件に、第3要素の値を対応付けて定めている。組み合わせ条件とは、例えば、対象チームに所属するキャラクタの組み合わせであって、その種類や属性が満たすべき組み合わせの条件である。図13中に一例を示す種類や属性のほか、レベル、レアリティ値(希少値)、戦闘能力値、といったキャラクタの性状に関する条件を含めることができる。また、相手チームのキャラクタとの組み合わせに関する条件を含めるようにしてもよい。これらの組み合わせ条件のうち、対象チームが満たす組み合わせ条件に対応付けられている値の合計を、第3要素の値とする。 FIG. 13 is an example of the adjustment degree setting table 320C that determines the value of the third element. The third element is an element based on the combination of characters of each team. In the adjustment degree setting table 320C shown in FIG. 13, the value of the third element is associated with the combination condition relating to the character belonging to the target team. The combination condition is, for example, a combination of characters belonging to the target team, and is a combination condition that the type and attribute should satisfy. In addition to the types and attributes shown as an example in FIG. 13, conditions related to the character's properties such as level, rarity value (rare value), and combat ability value can be included. In addition, a condition regarding the combination with the character of the opponent team may be included. Of these combination conditions, the total of the values associated with the combination conditions satisfied by the target team is defined as the value of the third element.
 図14は、第4要素の値を定める調整度合設定テーブル320Dの一例である。第4要素は、各チームに所属するキャラクタのゲーム空間中の配置位置に基づくフォーメーションに基づく要素である。図14に示す調整度合設定テーブル320Dでは、対象チームに所属するキャラクタの配置位置に関するフォーメーション条件に、第4要素の値を対応付けて定めている。フォーメーション条件とは、対象チームに所属する複数のキャラクタのゲーム空間における配置位置が満たすべき条件である。例えば、対象の中間拠点や相手チームのキャラクタの位置を基準とした各キャラクタの相対的な配置位置の関係や、キャラクタ間の絶対的な配置位置の関係の条件である。更に、特定の条件(例えば、近接攻撃型や遠距離攻撃型といった戦闘能力値の一つである攻撃の得手不得手に関する特徴)を満たすキャラクタが満たすべき配置位置の関係としてもよい。これらの複数の条件のうち、制圧途中チームが満たす条件に対応付けられている値の合計を、第4要素の値とする。 FIG. 14 is an example of the adjustment degree setting table 320D that determines the value of the fourth element. The fourth element is an element based on the formation based on the arrangement position of the characters belonging to each team in the game space. In the adjustment degree setting table 320D shown in FIG. 14, the value of the fourth element is associated with the formation condition regarding the placement position of the character belonging to the target team. The formation condition is a condition that the arrangement position of a plurality of characters belonging to the target team in the game space should be satisfied. For example, it is a condition of the relationship of the relative placement position of each character based on the position of the target intermediate base or the character of the opponent team, or the relationship of the absolute placement position between the characters. Further, it may be a relationship of placement positions to be satisfied by a character that satisfies a specific condition (for example, a feature relating to the strengths and weaknesses of an attack, which is one of the combat ability values such as a melee attack type and a long-range attack type). Of these plurality of conditions, the sum of the values associated with the conditions satisfied by the team during suppression is defined as the value of the fourth element.
 図15は、第5要素の値を定める調整度合設定テーブル320Eの一例である。第5要素は、ゲームの進行状況の一例である、各チームの中間拠点の制圧状況に基づく要素である。図15に示す調整度合設定テーブル320Eでは、制圧途中チームが制圧した中間拠点数に、第5要素の値を対応付けて定めている。本実施形態では、制圧途中チームの制圧中間拠点数が少ないほど、第5要素が大きな値となるように定めている。なお、図15では、制圧途中チームの制圧中間拠点数としているが、相手チームの制圧中間拠点数としてもよい。この場合、相手チームの制圧中間拠点数が多いほど、第5要素が大きな値となるように定めると好適である。又は、各チームの制圧中間拠点数の差や比率としてもよい。この場合、制圧途中チームの制圧中間拠点数よりも相手チームの制圧中間拠点数のほうが多く、且つ、その差が大きいほど、第5要素が大きな値となるように定めると好適である。 FIG. 15 is an example of the adjustment degree setting table 320E that determines the value of the fifth element. The fifth element is an element based on the suppression status of the intermediate bases of each team, which is an example of the progress of the game. In the adjustment degree setting table 320E shown in FIG. 15, the value of the fifth element is associated with the number of intermediate bases controlled by the team during suppression. In this embodiment, it is defined that the smaller the number of suppression intermediate bases of the team in the middle of suppression, the larger the fifth factor. In FIG. 15, the number of suppression intermediate bases of the team in the middle of suppression is used, but the number of intermediate bases in suppression of the opponent team may be used. In this case, it is preferable to set so that the fifth factor becomes a larger value as the number of suppression intermediate bases of the opponent team increases. Alternatively, it may be the difference or ratio of the number of control intermediate bases of each team. In this case, it is preferable to set so that the fifth factor becomes a larger value as the number of suppression intermediate bases of the opponent team is larger than the number of suppression intermediate bases of the team in the middle of suppression and the difference is larger.
 図16は、第6要素の値を定める調整度合設定テーブル320Fの一例である。第6要素は、ゲームの進行状況の他の例である、ゲームの経過時間に基づく要素である。図16に示す調整度合設定テーブル320Fでは、ゲーム開始からの経過時間に、第6要素の値を対応付けて定めている。本実施形態では、経過時間が長くなるほど、つまり、制限時間がある本ゲームの終了間際に近づくほど、大きな値となるように定めている。 FIG. 16 is an example of the adjustment degree setting table 320F that determines the value of the sixth element. The sixth element is another example of the progress of the game, which is based on the elapsed time of the game. In the adjustment degree setting table 320F shown in FIG. 16, the value of the sixth element is associated with the elapsed time from the start of the game. In the present embodiment, it is defined that the longer the elapsed time, that is, the closer to the end of the game having a time limit, the larger the value.
[機能構成]
 図17は、サーバシステム1000の機能構成を示すブロック図である。図17によれば、サーバシステム1000は、操作入力部102と、画像表示部104と、音出力部106と、通信部108と、サーバ処理部200と、サーバ記憶部300とを備える。
[Functional configuration]
FIG. 17 is a block diagram showing a functional configuration of the server system 1000. According to FIG. 17, the server system 1000 includes an operation input unit 102, an image display unit 104, a sound output unit 106, a communication unit 108, a server processing unit 200, and a server storage unit 300.
 操作入力部102は、サーバシステム1000の管理のための各種の操作入力に応じて操作入力信号をサーバ処理部200に出力する。図1のキーボード1002がこれに該当する。 The operation input unit 102 outputs an operation input signal to the server processing unit 200 in response to various operation inputs for managing the server system 1000. The keyboard 1002 of FIG. 1 corresponds to this.
 サーバ処理部200は、例えば、CPUやGPU等のプロセッサや、ASIC、ICメモリ等の電子部品によって実現され、操作入力部102やサーバ記憶部300を含む各機能部との間でデータの入出力制御を行う。そして、所定のプログラムやデータ、操作入力部102からの操作入力信号、操作端末1500からの受信データ等に基づいて各種の演算処理を実行して、サーバシステム1000の動作を統合的に制御する。図1の制御基板1020がこれに該当する。また、サーバ処理部200は、プレーヤ管理部202と、ゲーム管理部210と、計時部230と、画像生成部234と、音生成部236と、通信制御部238とを有する。勿論、これら以外の機能も適宜含めることができる。 The server processing unit 200 is realized by, for example, a processor such as a CPU or GPU, or an electronic component such as an ASIC or an IC memory, and inputs / outputs data to / from each functional unit including an operation input unit 102 and a server storage unit 300. Take control. Then, various arithmetic processes are executed based on a predetermined program and data, an operation input signal from the operation input unit 102, received data from the operation terminal 1500, and the like, and the operation of the server system 1000 is controlled in an integrated manner. The control board 1020 of FIG. 1 corresponds to this. Further, the server processing unit 200 includes a player management unit 202, a game management unit 210, a timekeeping unit 230, an image generation unit 234, a sound generation unit 236, and a communication control unit 238. Of course, functions other than these can be included as appropriate.
 プレーヤ管理部202は、プレーヤ3の登録管理に係る各種処理を行う。本実施形態では、登録プレーヤへの固有のプレーヤアカウントの付与、プレーヤアカウント別に個人情報を登録管理する登録情報管理、ゲームデータの管理等の各機能を有する。勿論、これら以外のアカウントに紐付けられるデータの管理機能も適宜含めることができる。プレーヤ管理部202は、プレーヤ登録手続きを経たプレーヤ3に固有のアカウント(プレーヤID)を割り当ててプレーヤ管理データ330を生成することで、各プレーヤ3に関するデータの管理を行う。 The player management unit 202 performs various processes related to the registration management of the player 3. The present embodiment has functions such as assigning a unique player account to a registered player, managing registration information for registering and managing personal information for each player account, and managing game data. Of course, the data management function associated with accounts other than these can be included as appropriate. The player management unit 202 manages data related to each player 3 by assigning an account (player ID) unique to the player 3 that has undergone the player registration procedure and generating player management data 330.
 図18は、プレーヤ管理データ330の一例を示す図である。図18によれば、プレーヤ管理データ330は、登録プレーヤ毎に生成され、プレーヤアカウントと、当該プレーヤの操作端末1500に関する操作端末情報と、プレイ履歴データと、ゲームセーブデータとを含む。プレーヤアカウントは、当該プレーヤに割り当てた固有のプレーヤIDのほか、当該プレーヤによって任意に設定されるプレーヤ名やログイン認証のためのパスワード等を含む。プレイ履歴データは、ログイン日時やログアウト日時、ゲーム結果等を含む。ゲームセーブデータは、プレーヤのレベルや、ゲームで使用するプレーヤキャラクタ、保有するキャラクタやアイテム等を含む。 FIG. 18 is a diagram showing an example of player management data 330. According to FIG. 18, the player management data 330 is generated for each registered player, and includes a player account, operation terminal information regarding the operation terminal 1500 of the player, play history data, and game save data. The player account includes a unique player ID assigned to the player, a player name arbitrarily set by the player, a password for login authentication, and the like. The play history data includes a login date / time, a logout date / time, a game result, and the like. The game save data includes the player's level, the player character used in the game, the characters and items possessed, and the like.
 ゲーム管理部210は、ゲームの実行管理に係る各種処理を行う。本実施形態のゲームは、クライアント・サーバ型のオンラインゲームなので、ゲーム管理部210は、操作端末1500と通信を行いながらゲームプレイに必要なデータを提供する制御を行う。本実施形態では、ゲームサーバプログラム302に従って、第1チーム本陣12aと、第2チーム本陣12bと、制圧することで拠点として利用可能となる互いのチームが制圧可能な中間拠点14と、をゲーム空間に設定する。そして、当該ゲーム空間において、第1チームと第2チームとが交戦し、先に相手チームの本陣12を攻略したチームの勝ちとなるゲームを進行制御する。また、ゲーム管理部210は、マッチング制御部212と、キャラクタ制御部214と、本陣ゲージ表示制御部216と、中間拠点制圧制御部220とを有する。 The game management unit 210 performs various processes related to game execution management. Since the game of the present embodiment is a client-server type online game, the game management unit 210 controls to provide data necessary for game play while communicating with the operation terminal 1500. In the present embodiment, according to the game server program 302, the first team main team 12a, the second team main team 12b, and the intermediate base 14 that can be used as a base by suppressing each other's teams can be suppressed in the game space. Set to. Then, in the game space, the first team and the second team engage in battle, and the progress of the winning game of the team that first captures the main team 12 of the opponent team is controlled. Further, the game management unit 210 includes a matching control unit 212, a character control unit 214, a main team gauge display control unit 216, and an intermediate base suppression control unit 220.
 マッチング制御部212は、プレーヤ3のマッチングを行って対戦するチームの編成に関する処理を行う。チーム編成は、公知のチーム対戦型オンラインゲームと同様にして実現される。 The matching control unit 212 matches the players 3 and performs processing related to the formation of teams to compete against each other. Team formation is realized in the same manner as a known team-based online game.
 キャラクタ制御部214は、各プレーヤ3の操作端末1500から受信した当該プレーヤ3の操作信号に従って、ゲーム空間における当該プレーヤ3のプレーヤキャラクタ5を制御する。 The character control unit 214 controls the player character 5 of the player 3 in the game space according to the operation signal of the player 3 received from the operation terminal 1500 of each player 3.
 本陣ゲージ表示制御部216は、各プレーヤ3の操作端末1500に表示させるゲーム画面において、第1チームのゲージ値に基づく第1ゲージである第1本陣ゲージ20aと、第2チームのゲージ値に基づく第2ゲージである第2本陣ゲージ20bとを表示制御する(図4参照)。第1本陣ゲージ20aは、第1チーム本陣12aに設定された被攻略度合を示す本陣パラメータ値に応じて増減するゲージ値を表示し、第2本陣ゲージ20bは、第2チーム本陣12bに設定された被攻略度合を示す本陣パラメータ値に応じて増減するゲージ値を表示する。 The main team gauge display control unit 216 is based on the first main team gauge 20a, which is the first gauge based on the gauge value of the first team, and the gauge value of the second team on the game screen displayed on the operation terminal 1500 of each player 3. Display control of the second gauge, the second main team gauge 20b, is performed (see FIG. 4). The first main team gauge 20a displays a gauge value that increases or decreases according to the main team parameter value indicating the degree of attack set in the first team main team 12a, and the second main team gauge 20b is set in the second team main team 12b. The gauge value that increases or decreases according to the main team parameter value indicating the degree of capture is displayed.
 中間拠点制圧制御部220は、調整制御部222を有し、各中間拠点14の制圧に係る各種処理を行う。中間拠点14は、第1チーム本陣12aから見て、第2チーム本陣12bまでの到達距離よりも短い到達距離で到達可能な位置であり、且つ、第2チーム本陣12bから見て、第1チーム本陣12aまでの到達距離よりも短い到達距離で到達可能な位置にある(図3参照)。具体的には、中間拠点制圧制御部220は、対戦の開始時には、全ての中間拠点14を何れのチームにも所属しない中立の拠点とする。そして、対戦の開始後は、中間拠点14それぞれについて、各チームが制圧条件を満たしたか判断し、制圧条件を満たしたチームに当該中間拠点14を所属させる。中間拠点14を制圧するための各チームの制圧条件は、調整制御部222によって制圧難易度が調整された後の制圧条件である。 The intermediate base suppression control unit 220 has an adjustment control unit 222, and performs various processes related to suppression of each intermediate base 14. The intermediate base 14 is a position that can be reached with a shorter reach than the reach to the second team main team 12b when viewed from the first team main team 12a, and is a position that can be reached from the second team main team 12b. It is in a position that can be reached with a shorter reach than the reach to the main team 12a (see FIG. 3). Specifically, the intermediate base suppression control unit 220 sets all intermediate bases 14 as neutral bases that do not belong to any team at the start of the match. Then, after the start of the battle, it is determined whether each team meets the suppression conditions for each of the intermediate bases 14, and the teams that satisfy the suppression conditions belong to the intermediate bases 14. The suppression condition of each team for suppressing the intermediate base 14 is the suppression condition after the suppression difficulty level is adjusted by the adjustment control unit 222.
 調整制御部222は、調整度合変更部224を有し、第1チーム及び第2チームそれぞれの本陣パラメータ値又は本陣ゲージ20のゲージ値に基づいて、中間拠点14の制圧難易度を調整する制御を行う。具体的には、第1チーム及び第2チームそれぞれを対象チームとして、調整レベル設定テーブル318に従って、当該対象チームの中間拠点14の制圧難易度の調整レベルを算出する。そして、調整レベルに応じた制圧難易度調整テーブル322に従って、各チーム毎に中間拠点の制圧難易度を調整する。このとき、調整度合変更部224による調整度合を更に用いて制圧難易度を調整する。これにより、第1チームの本陣パラメータ値と第2チームの本陣パラメータ値との差、又は、第1チームの本陣ゲージ20のゲージ値と第2チームの本陣ゲージ20のゲージ値との差、に基づいて制圧難易度を変更する。また、中間拠点14を制圧しているチームの戦闘パラメータ値の変更、及び/又は、中間拠点14を制圧していないチームの戦闘パラメータ値の変更を行うことで制圧難易度を調整する。また、中間拠点14を制圧していないチームに所属する所与のキャラクタ5の戦闘パラメータ値を変更することで制圧難易度を調整する。また、中間拠点14を制圧するための所与の制圧条件を変更することで制圧難易度を調整する。 The adjustment control unit 222 has an adjustment degree change unit 224, and controls to adjust the suppression difficulty level of the intermediate base 14 based on the main team parameter value of each of the first team and the second team or the gauge value of the main team gauge 20. conduct. Specifically, with each of the first team and the second team as the target team, the adjustment level of the suppression difficulty of the intermediate base 14 of the target team is calculated according to the adjustment level setting table 318. Then, according to the suppression difficulty adjustment table 322 according to the adjustment level, the suppression difficulty of the intermediate base is adjusted for each team. At this time, the degree of difficulty of suppression is further adjusted by further using the degree of adjustment by the degree of adjustment change unit 224. As a result, the difference between the main team parameter value of the first team and the main team parameter value of the second team, or the difference between the gauge value of the main team gauge 20 of the first team and the gauge value of the main team gauge 20 of the second team, Change the suppression difficulty based on. Further, the difficulty of suppression is adjusted by changing the battle parameter value of the team that controls the intermediate base 14 and / or changing the battle parameter value of the team that does not control the intermediate base 14. Further, the difficulty of suppression is adjusted by changing the battle parameter value of the given character 5 belonging to the team that does not control the intermediate base 14. Further, the difficulty level of suppression is adjusted by changing a given suppression condition for suppressing the intermediate base 14.
 調整度合変更部224は、中間拠点14の制圧難易度を調整する際の調整度合を可変に制御する。具体的には、調整度合設定テーブル320(320A~320F)に従って、各種要素(第1要素~第6要素)の乗算値(乗算係数)を求め、これらを乗算して求めた値の大数(整数値)を調整度合として算出する。これにより、ゲーム空間中に複数配置された中間拠点14の配置位置に基づいて、各中間拠点14に係る調整度合を変更する。また、調整度合変更部224は、第1チーム又は第2チームの本陣までの到達距離が相対的に近い中間拠点14に係る調整度合を、相対的に遠い中間拠点に係る調整度合より小さくする。また、調整度合変更部224は、第1チームに所属するキャラクタの種類、レベル、レアリティ値、属性、及び戦闘能力値のうちの何れか(以下包括して「性状」という)と、第2チームに所属するキャラクタの性状とに基づいて、調整度合を変更する。また、調整度合変更部224は、第1チームに所属するキャラクタの性状に基づく第1チームの総合値と、第2チームに所属するキャラクタの性状に基づく第2チームの総合値とに基づいて、調整度合を変更する。また、調整度合変更部224は、第1チームに所属するキャラクタの組み合わせと、第2チームに所属するキャラクタの組み合わせとに基づいて、調整度合を変更する。また、調整度合変更部224は、第1チームに所属するキャラクタのゲーム空間中の配置位置に基づくフォーメーションと、第2チームに所属するキャラクタのゲーム空間中の配置位置に基づくフォーメーションとに基づいて、調整度合を変更する。また、調整度合変更部224は、ゲームの進行状況に基づいて、調整度合を変更する。また、調整度合変更部224は、ゲーム空間に複数配置されている各チームの中間拠点14の制圧状況に基づいて、調整度合を変更する。また、調整度合変更部224は、ゲームの経過時間に基づいて、調整度合を変更する。 The adjustment degree changing unit 224 variably controls the adjustment degree when adjusting the suppression difficulty of the intermediate base 14. Specifically, the multiplication value (multiplication coefficient) of various elements (first element to sixth element) is obtained according to the adjustment degree setting table 320 (320A to 320F), and the large number of the values obtained by multiplying these (multiplication coefficient). Integer value) is calculated as the degree of adjustment. As a result, the degree of adjustment related to each intermediate base 14 is changed based on the arrangement positions of the plurality of intermediate bases 14 arranged in the game space. Further, the adjustment degree changing unit 224 makes the adjustment degree of the intermediate base 14 having a relatively short reach to the main team of the first team or the second team smaller than the adjustment degree of the intermediate base 14 which is relatively far away. In addition, the adjustment degree change unit 224 includes any one of the type, level, rarity value, attribute, and combat ability value of the character belonging to the first team (hereinafter collectively referred to as "property") and the second team. The degree of adjustment is changed based on the characteristics of the character belonging to. Further, the adjustment degree changing unit 224 is based on the total value of the first team based on the characteristics of the character belonging to the first team and the total value of the second team based on the characteristics of the character belonging to the second team. Change the degree of adjustment. Further, the adjustment degree changing unit 224 changes the adjustment degree based on the combination of the characters belonging to the first team and the combination of the characters belonging to the second team. Further, the adjustment degree changing unit 224 is based on a formation based on the arrangement position of the character belonging to the first team in the game space and a formation based on the arrangement position of the character belonging to the second team in the game space. Change the degree of adjustment. Further, the adjustment degree changing unit 224 changes the adjustment degree based on the progress of the game. Further, the adjustment degree changing unit 224 changes the adjustment degree based on the suppression status of the intermediate bases 14 of each team arranged in a plurality of game spaces. Further, the adjustment degree changing unit 224 changes the adjustment degree based on the elapsed time of the game.
 計時部230は、システムクロックを利用して現在日時等の計時を行う。 The timekeeping unit 230 uses the system clock to measure the current date and time.
 画像生成部234は、サーバシステム1000のシステム管理に関する画像や、操作端末1500で表示させるための画像等を生成する。そして、システム管理に関する画像信号を画像表示部104へ出力する。画像表示部104は、画像生成部234から入力される画像信号に基づいてシステム管理のための各種画像を表示する。例えば、フラットパネルディスプレイ、プロジェクタといった画像表示装置によって実現できる。図1のディスプレイ1004がこれに該当する。 The image generation unit 234 generates an image related to the system management of the server system 1000, an image to be displayed on the operation terminal 1500, and the like. Then, the image signal related to the system management is output to the image display unit 104. The image display unit 104 displays various images for system management based on the image signals input from the image generation unit 234. For example, it can be realized by an image display device such as a flat panel display or a projector. The display 1004 of FIG. 1 corresponds to this.
 音生成部236は、音声データの生成やデコードをするICやソフトウェアの実行により実現され、サーバシステム1000のシステム管理やゲームプレイに係る操作音やBGM等の音声データを生成或いはデコードする。そして、システム管理に関する音声信号を音出力部106へ出力する。音出力部106は、音声信号に基づく音声を放音する。図1の本体装置1010やディスプレイ1004が備えるスピーカ(不図示)がこれに該当する。 The sound generation unit 236 is realized by executing IC or software that generates and decodes voice data, and generates or decodes voice data such as operation sounds and BGM related to system management and game play of the server system 1000. Then, the audio signal related to the system management is output to the sound output unit 106. The sound output unit 106 emits a sound based on the sound signal. A speaker (not shown) included in the main body device 1010 and the display 1004 of FIG. 1 corresponds to this.
 通信制御部238は、データ通信に係るデータ処理を実行し、通信部108を介して外部装置とのデータのやり取りを実現する。通信部108は、通信ネットワークNと接続して通信を実現する。例えば、無線通信機、モデム、有線用の通信ケーブルのジャックや制御回路等によって実現される。図1の通信装置1023がこれに該当する。 The communication control unit 238 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 108. The communication unit 108 connects to the communication network N to realize communication. For example, it is realized by a wireless communication device, a modem, a jack of a communication cable for wiring, a control circuit, and the like. The communication device 1023 in FIG. 1 corresponds to this.
 サーバ記憶部300は、サーバ処理部200にサーバシステム1000を統合的に制御させるための諸機能を実現するためのプログラムや各種データ等を記憶する。また、サーバ記憶部300は、サーバ処理部200の作業領域として用いられ、サーバ処理部200が各種プログラムに従って実行した演算結果等を一時的に記憶する。例えば、RAMやROM等のICメモリ、ハードディスク等の磁気ディスク、CD-ROMやDVD等の光学ディスク、オンラインストレージ等によって実現される。サーバ記憶部300には、ゲームサーバプログラム302と、配信用クライアントプログラム304と、ゲームの実行制御に必要なゲーム初期設定データ310と、プレーヤ管理データ330と、プレイデータ340とが記憶される。 The server storage unit 300 stores programs, various data, and the like for realizing various functions for making the server processing unit 200 control the server system 1000 in an integrated manner. Further, the server storage unit 300 is used as a work area of the server processing unit 200, and temporarily stores the calculation results and the like executed by the server processing unit 200 according to various programs. For example, it is realized by an IC memory such as a RAM or a ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, an online storage, or the like. The server storage unit 300 stores the game server program 302, the distribution client program 304, the game initial setting data 310 required for game execution control, the player management data 330, and the play data 340.
 ゲームサーバプログラム302は、本実施形態のオンラインゲームのゲームサーバとしての機能を実現させるためのプログラムである。配信用クライアントプログラム304は、操作端末1500にダウンロードされるクライアントプログラム702(図21参照)のオリジナルである。 The game server program 302 is a program for realizing the function of the online game of the present embodiment as a game server. The distribution client program 304 is the original of the client program 702 (see FIG. 21) downloaded to the operation terminal 1500.
 図19は、ゲーム初期設定データ310の一例を示す図である。図19に示すように、ゲーム初期設定データ310は、ゲーム空間初期設定データ312と、キャラクタ初期設定データ324とを含む。 FIG. 19 is a diagram showing an example of the game initial setting data 310. As shown in FIG. 19, the game initial setting data 310 includes the game space initial setting data 312 and the character initial setting data 324.
 ゲーム空間初期設定データ312は、ゲーム空間に構築されるゲームフィールド10に関する初期設定データであり、ゲームフィールド10の種類毎に生成される。ゲーム空間初期設定データ312は、当該ゲームフィールド10として設定されるゲームマップのマップIDと、マップデータと、本陣初期設定データ314と、中間拠点初期設定データ316とを含む。マップデータは、ゲームフィールド10の空間を定義するデータであって、地形や地目、フィールド内の構造物等の定義データを格納する。 The game space initial setting data 312 is initial setting data related to the game field 10 constructed in the game space, and is generated for each type of the game field 10. The game space initial setting data 312 includes a map ID of a game map set as the game field 10, map data, main team initial setting data 314, and intermediate base initial setting data 316. The map data is data that defines the space of the game field 10, and stores definition data such as topography, ground, and structures in the field.
 本陣初期設定データ314は、ゲームマップにおいて設定される本陣12毎に生成される。本陣初期設定データ314は、当該本陣の本陣IDと、ゲーム空間における配置位置と、初期本陣パラメータ値と、初期所属チームとを格納する。初期所属チームとは、当該本陣12が対戦の開始時に何れのチームの所属とされるかを示すデータである。 The main team initial setting data 314 is generated for each main team 12 set in the game map. The main team initial setting data 314 stores the main team ID of the main team, the arrangement position in the game space, the initial main team parameter value, and the initial team to which the team belongs. The initial affiliation team is data indicating which team the main team 12 belongs to at the start of the match.
 中間拠点初期設定データ316は、ゲームマップにおいて設定される中間拠点14毎に生成される。中間拠点初期設定データ316は、当該中間拠点14の中間拠点IDと、ゲーム空間における配置位置と、調整レベル設定テーブル318と、調整度合設定テーブル320と、制圧難易度調整テーブル322とを格納する。 The intermediate base initial setting data 316 is generated for each intermediate base 14 set in the game map. The intermediate base initial setting data 316 stores the intermediate base ID of the intermediate base 14, the arrangement position in the game space, the adjustment level setting table 318, the adjustment degree setting table 320, and the suppression difficulty adjustment table 322.
 キャラクタ初期設定データ324は、ゲームに登場するキャラクタ5に関する初期設定データである。キャラクタ初期設定データ324は、キャラクタ毎に、種類、レベル、レアリティ値、属性、戦闘能力値等の性状に関する初期値や、攻撃力、防御力等の戦闘パラメータ値の初期値のほか、モデルデータ等の当該キャラクタの定義データを格納する。 The character initial setting data 324 is initial setting data related to the character 5 appearing in the game. The character initial setting data 324 includes initial values related to properties such as type, level, rarity value, attribute, and combat ability value for each character, initial values of combat parameter values such as attack power and defense power, and model data and the like. Stores the definition data of the character in question.
 図20は、プレイデータ340の一例を示す図である。図20によれば、プレイデータ340は、1回のゲームプレイ(対戦)毎に生成される。プレイデータ340は、当該ゲームプレイに関する各種データとして、マッチングデータと、使用マップIDと、プレイ開始日時と、ゲーム開始からの経過時間と、対戦チームデータ342と、中間拠点データ350とを含む。マッチングデータは、当該ゲームに参加するプレーヤ3に関するデータであり、各チームのチームIDに対応付けて、当該チームに所属するプレーヤ3のプレーヤIDを格納する。 FIG. 20 is a diagram showing an example of play data 340. According to FIG. 20, play data 340 is generated for each game play (competition). The play data 340 includes matching data, a map ID used, a play start date and time, an elapsed time from the start of the game, a battle team data 342, and intermediate base data 350 as various data related to the game play. The matching data is data related to the player 3 participating in the game, and stores the player ID of the player 3 belonging to the team in association with the team ID of each team.
 対戦チームデータ342は、当該ゲームにおいて対戦する各チーム毎に生成される。対戦チームデータ342は、当該チームのチームIDと、所属キャラクタデータ344と、チーム本陣データ346と、制圧中間拠点リスト348とを含む。 Competitive team data 342 is generated for each team competing in the game. The battle team data 342 includes the team ID of the team, the affiliation character data 344, the team headquarters data 346, and the suppression intermediate base list 348.
 所属キャラクタデータ344は、当該チームに所属するキャラクタ5に関するデータである。所属キャラクタデータ344は、キャラクタ毎に、キャラクタIDと、当該キャラクタを操作する操作プレーヤIDと、ゲーム空間における位置と、体力値と、性状(種類、レベル、レアリティ値、属性、戦闘能力値等)に関するデータと、戦闘パラメータ値(攻撃力、防御力等)に関するデータとを格納している。 The affiliation character data 344 is data related to the character 5 belonging to the team. The affiliation character data 344 includes a character ID, an operation player ID for operating the character, a position in the game space, a physical strength value, and properties (type, level, rarity value, attribute, combat ability value, etc.) for each character. And the data about the battle parameter value (attack power, defense power, etc.) are stored.
 チーム本陣データ346は、当該チームの本陣12に関するデータである。チーム本陣データ346は、当該チームに所属するとして設定された本陣12それぞれについて、本陣IDと、本陣パラメータ値とを格納している。この本陣パラメータ値に応じて、本陣ゲージ表示制御部216が、各プレーヤ3の操作端末1500に表示させるゲーム画面における本陣ゲージ20のゲージ値を増減して表示制御する。 Team headquarters data 346 is data related to the team headquarters 12. The team main team data 346 stores the main team ID and the main team parameter value for each of the main teams 12 set to belong to the team. According to the main team parameter value, the main team gauge display control unit 216 increases or decreases the gauge value of the main team gauge 20 on the game screen to be displayed on the operation terminal 1500 of each player 3 to control the display.
 制圧中間拠点リスト348は、ゲームフィールド10内に設定された中間拠点のうち、当該チームが制圧して自チームに所属している中間拠点14の中間拠点IDのリストである。 The suppression intermediate base list 348 is a list of intermediate base IDs of the intermediate bases 14 that the team controls and belongs to the own team among the intermediate bases set in the game field 10.
 中間拠点データ350は、ゲームマップに設定されている中間拠点14それぞれについて生成される。中間拠点データ350は、当該中間拠点14の中間拠点IDと、制圧状態と、第1チーム制圧条件と、第2チーム制圧条件とを格納する。制圧状態は、当該中間拠点14が何れかのチームに制圧されているか否かを示す制圧フラグや、制圧されている場合の制圧したチームを示す制圧チームID、制圧途中である場合の制圧途中チームを示す制圧途中チームID等を格納する。第1チーム制圧条件は、第1チームが当該中間拠点14を制圧するための制圧条件に関するデータである。第1チーム制圧条件は、キャラクタ数条件と、時間条件とを含む。第2チーム制圧条件は、第2チームが当該中間拠点14を制圧するための制圧条件に関するデータである。第2チーム制圧条件は、キャラクタ数条件と、時間条件とを含む。これらの第1チーム制圧条件及び第2チーム制圧条件は、調整制御部222が制圧難易度を調整することで変更された制圧条件である。 The intermediate base data 350 is generated for each of the intermediate bases 14 set in the game map. The intermediate base data 350 stores the intermediate base ID of the intermediate base 14, the suppression state, the first team suppression condition, and the second team suppression condition. The suppression state includes a suppression flag indicating whether or not the intermediate base 14 is suppressed by any team, a suppression team ID indicating the suppressed team when suppressed, and a team in the middle of suppression when the intermediate base 14 is being suppressed. Stores the team ID, etc. in the middle of suppression indicating. The first team suppression condition is data regarding the suppression condition for the first team to suppress the intermediate base 14. The first team suppression condition includes a character number condition and a time condition. The second team suppression condition is data regarding the suppression condition for the second team to suppress the intermediate base 14. The second team suppression condition includes a character number condition and a time condition. These first team suppression conditions and second team suppression conditions are suppression conditions changed by the adjustment control unit 222 adjusting the suppression difficulty level.
 図21は、操作端末1500の機能構成の一例を示すブロック図である。図21によれば、操作端末1500は、操作入力部502と、画像表示部504と、音出力部506と、通信部508と、端末処理部600と、端末記憶部700とを備える。 FIG. 21 is a block diagram showing an example of the functional configuration of the operation terminal 1500. According to FIG. 21, the operation terminal 1500 includes an operation input unit 502, an image display unit 504, a sound output unit 506, a communication unit 508, a terminal processing unit 600, and a terminal storage unit 700.
 操作入力部502は、プレーヤ3による各種の操作入力に応じて操作入力信号を端末処理部600に出力する。例えば、タッチパネル、プッシュスイッチやジョイスティック、タッチパッド、トラックボール、加速度センサ、ジャイロ、CCDモジュール等によって実現できる。 The operation input unit 502 outputs an operation input signal to the terminal processing unit 600 in response to various operation inputs by the player 3. For example, it can be realized by a touch panel, a push switch, a joystick, a touch pad, a trackball, an acceleration sensor, a gyro, a CCD module, or the like.
 端末処理部600は、例えば、CPUやGPU等のマイクロプロセッサや、ICメモリ等の電子部品によって実現され、操作入力部502や端末記憶部700を含む各機能部との間でデータの入出力制御を行う。そして、所定のプログラムやデータ、操作入力部502からの操作信号、サーバシステム1000からの受信データ等に基づいて各種の演算処理を実行して、操作端末1500の動作を制御する。また、端末処理部600は、端末演算部610と、計時部620と、音生成部626と、通信制御部628とを有する。 The terminal processing unit 600 is realized by, for example, a microprocessor such as a CPU or GPU, or an electronic component such as an IC memory, and data input / output control is performed between the terminal processing unit 600 and each functional unit including the operation input unit 502 and the terminal storage unit 700. I do. Then, various arithmetic processes are executed based on predetermined programs and data, operation signals from the operation input unit 502, received data from the server system 1000, and the like to control the operation of the operation terminal 1500. Further, the terminal processing unit 600 includes a terminal calculation unit 610, a timekeeping unit 620, a sound generation unit 626, and a communication control unit 628.
 端末演算部610は、操作信号送信制御部612と、画像表示制御部614とを有し、操作端末1500をサーバシステム1000と通信するクライアント装置としての機能を実現させるための制御を行う。 The terminal calculation unit 610 has an operation signal transmission control unit 612 and an image display control unit 614, and controls the operation terminal 1500 to realize a function as a client device for communicating with the server system 1000.
 操作信号送信制御部612は、操作入力部502になされた操作に応じて、各種データやリクエストをサーバシステム1000へ送信するための処理を実行する。 The operation signal transmission control unit 612 executes a process for transmitting various data and requests to the server system 1000 according to the operation performed by the operation input unit 502.
 画像表示制御部614は、サーバシステム1000から受信した各種画像データに基づいてゲーム画面や各種の操作画面等を表示するための制御を行う。そして、それらの画像を表示させるための画像信号を生成し、画像表示部504に出力する。画像表示部504は、画像表示制御部614から入力される画像信号に基づいて各種画像を表示する。例えば、タッチパネル、フラットパネルディスプレイ、プロジェクタ、ヘッドマウントディスプレイといった画像表示装置によって実現できる。 The image display control unit 614 controls to display a game screen, various operation screens, and the like based on various image data received from the server system 1000. Then, an image signal for displaying those images is generated and output to the image display unit 504. The image display unit 504 displays various images based on the image signal input from the image display control unit 614. For example, it can be realized by an image display device such as a touch panel, a flat panel display, a projector, or a head-mounted display.
 計時部620は、システムクロックを利用して現在日時等の計時を行う。 The timekeeping unit 620 uses the system clock to measure the current date and time.
 音生成部626は、例えば、デジタルシグナルプロセッサ(DSP)や、音声合成IC等のプロセッサ、音声ファイルを再生するためのオーディオコーディック等によって実現され、ゲームに係る効果音やBGM、各種操作音等の音信号を生成し、音出力部506に出力する。音出力部506は、音生成部626から入力される音信号に基づいて効果音やBGM等を出力する。 The sound generation unit 626 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio cordic for playing a voice file, and the like, sound effects related to a game, BGM, various operation sounds, and the like. A sound signal is generated and output to the sound output unit 506. The sound output unit 506 outputs sound effects, BGM, and the like based on the sound signal input from the sound generation unit 626.
 通信制御部628は、データ通信に係るデータ処理を実行し、通信部508を介して外部装置とのデータのやり取りを実現する。通信部508は、通信ネットワークNと接続して通信を実現する。例えば、無線通信機、モデム、TA(ターミナルアダプタ)、有線用の通信ケーブルのジャックや制御回路等によって実現される。 The communication control unit 628 executes data processing related to data communication, and realizes data exchange with an external device via the communication unit 508. The communication unit 508 connects to the communication network N to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a communication cable for wiring, a control circuit, and the like.
 端末記憶部700は、端末処理部600に所与の機能を実現させるためのシステムプログラムや、各種データ等を記憶する。また、端末処理部600の作業領域として用いられ、端末処理部600が各種プログラムに従って実行した演算結果や、操作入力部502からの入力データ等を一時的に記憶する。例えば、RAMやROM等のICメモリ、ハードディスク等の磁気ディスク、CD-ROMやDVD等の光学ディスク等によって実現される。本実施形態では、端末記憶部700は、クライアントプログラム702を記憶する。 The terminal storage unit 700 stores a system program for realizing a given function in the terminal processing unit 600, various data, and the like. Further, it is used as a work area of the terminal processing unit 600, and temporarily stores the calculation result executed by the terminal processing unit 600 according to various programs, the input data from the operation input unit 502, and the like. For example, it is realized by an IC memory such as a RAM or a ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, or the like. In this embodiment, the terminal storage unit 700 stores the client program 702.
[処理の流れ]
 図22は、ゲーム処理の流れを説明するフローチャートである。この処理は、1回のゲームの実行制御に関する処理であり、ゲーム管理部210が実行する。
[Processing flow]
FIG. 22 is a flowchart illustrating a flow of game processing. This process is related to the execution control of one game, and is executed by the game management unit 210.
 先ず、マッチング制御部212がマッチング処理を行って、ゲームに参加するプレーヤ3のチーム分けを行う(ステップS1)。マッチングの方法は、公知のチーム対戦型のマルチプレイオンラインゲームと同様に実現できる。次いで、ゲーム初期設定データ310に基づき、ゲーム空間におけるゲームフィールド10の構築や各プレーヤ3が操作するキャラクタ5の配置といった初期設定を行う(ステップS3)。続いて、本陣ゲージ表示制御部216が、各プレーヤ3の操作端末1500に表示させるゲーム画面における本陣ゲージ20の表示制御を開始する(ステップS5)。そして、マッチングしたチーム同士の対戦を開始するとともに(ステップS7)、キャラクタ制御部214によるプレーヤ操作に従った各キャラクタ5の制御を開始する(ステップS9)。 First, the matching control unit 212 performs matching processing to divide the players 3 participating in the game into teams (step S1). The matching method can be realized in the same manner as a known team-based multiplayer online game. Next, based on the game initial setting data 310, initial settings such as construction of the game field 10 in the game space and arrangement of the character 5 operated by each player 3 are performed (step S3). Subsequently, the main team gauge display control unit 216 starts display control of the main team gauge 20 on the game screen to be displayed on the operation terminal 1500 of each player 3 (step S5). Then, a match between the matched teams is started (step S7), and control of each character 5 according to the player operation by the character control unit 214 is started (step S9).
 対戦中は、中間拠点制圧制御部220が、ゲームフィールド10内の中間拠点14それぞれを対象とした繰り返し処理(ループA)を行う。この繰り返し処理(ループA)では、先ず、調整制御部222が、対象の中間拠点14について各チームの制圧難易度の調整を行う(ステップS11)。この制圧難易度の調整は、対象の中間拠点14についての制圧条件の変更、当該チームの戦闘パラメータ値の変更を含む。 During the battle, the intermediate base suppression control unit 220 performs repetitive processing (loop A) for each of the intermediate bases 14 in the game field 10. In this iterative process (loop A), first, the adjustment control unit 222 adjusts the difficulty of suppressing each team for the target intermediate base 14 (step S11). This adjustment of the suppression difficulty includes a change in the suppression conditions for the target intermediate base 14 and a change in the battle parameter value of the team.
 次いで、中間拠点制圧制御部220が、各チームについて、当該チームについての制圧条件のうちのキャラクタ数条件を満たすかを判断する。キャラクタ数条件を満たすチームがあるならば(ステップS13:YES)、そのチームを対象の中間拠点14についての制圧途中チームとし、各プレーヤ3のゲーム画面における制圧ゲージ24の表示制御を開始する(ステップS15)。 Next, the intermediate base suppression control unit 220 determines whether or not the number of characters condition among the suppression conditions for the team is satisfied for each team. If there is a team that satisfies the number of characters condition (step S13: YES), that team is set as a team in the middle of suppressing the target intermediate base 14, and the display control of the suppression gauge 24 on the game screen of each player 3 is started (step). S15).
 制圧途中チームが時間条件を満たす前にキャラクタ数条件を満たさなくなったならば(ステップS17:NO)、制圧途中チームの設定を解除し、制圧ゲージ24の表示制御を終了する(ステップS19)。また、制圧途中チームが、キャラクタ数条件を満たした状態で所定時間が経過して時間条件を満たしたならば(ステップS17:YES)、制圧途中チームが対象の中間拠点14を制圧したとして、対象の中間拠点14がそのチームに所属すると設定する(ステップS21)。ここまでの処理が、対象の中間拠点14に対する繰り返し処理(ループA)である。 If the team in the middle of suppression does not satisfy the character number condition before the time condition is satisfied (step S17: NO), the setting of the team in the middle of suppression is canceled and the display control of the suppression gauge 24 ends (step S19). Further, if the team in the middle of suppression satisfies the time condition after a predetermined time elapses while the condition for the number of characters is satisfied (step S17: YES), it is assumed that the team in the middle of suppression has suppressed the target intermediate base 14 and is the target. It is set that the intermediate base 14 of the above belongs to the team (step S21). The processing up to this point is the iterative processing (loop A) for the target intermediate base 14.
 全ての中間拠点14それぞれを対象とした繰り返し処理(ループA)を行うと、続いて、対戦開始からの経過時間を判断し、所定の制限時間が経過していないならば(ステップS25:NO)、ステップS9の後に戻る。また、対戦開始から所定の制限時間が経過したならば(ステップS25:YES)、キャラクタ制御部214による各キャラクタ5の制御を終了して(ステップS27)、対戦を終了する(ステップS29)。そして、各チームの本陣パラメータ値等に基づいて勝敗を決定し、ゲーム結果を各プレーヤ3の操作端末1500に表示させる(ステップS31)。以上の処理を行うと、本処理は終了となる。 When the iterative process (loop A) is performed for each of the intermediate bases 14, the elapsed time from the start of the match is subsequently determined, and if the predetermined time limit has not elapsed (step S25: NO). , Return after step S9. If the predetermined time limit has elapsed from the start of the battle (step S25: YES), the control of each character 5 by the character control unit 214 is ended (step S27), and the battle is ended (step S29). Then, the victory or defeat is determined based on the main team parameter value of each team, and the game result is displayed on the operation terminal 1500 of each player 3 (step S31). When the above processing is performed, this processing is completed.
[作用効果]
 このように、本実施形態によれば、チーム対戦ゲームにおいて、状況を変化させ得る仕組みを提供することができる。例えば、1)各チームの本陣パラメータ値、又は、2)この本陣パラメータに応じて増減するゲージ値、が示す本陣の攻略度合に基づき、各チームの劣勢・優勢を判断することができる。そして、劣勢と判断したチームが制圧し易くなるように中間拠点の制圧難易度を調整することで、劣勢のチームによる中間拠点の制圧を支援することができる。つまり、劣勢のチームが不利な状況を打開できるようなチャンスを与える仕組みとすることができる。また、攻略すべき相手チームの本陣ではなく中間拠点の制圧難易度を調整することで、相手チームが優勢な状況を保ちつつ、劣勢のチームに対して、中間拠点を制圧し易くし、制圧した中間拠点を足掛かりとした相手チーム本陣の攻略を、間接的に支援することができる。
[Action effect]
As described above, according to the present embodiment, it is possible to provide a mechanism capable of changing the situation in the team battle game. For example, the inferiority / superiority of each team can be determined based on the degree of capture of the main team indicated by 1) the main team parameter value of each team or 2) the gauge value that increases / decreases according to this main team parameter. Then, by adjusting the difficulty of suppressing the intermediate base so that the team judged to be inferior can easily suppress it, it is possible to support the suppression of the intermediate base by the inferior team. In other words, it can be a mechanism that gives the inferior team a chance to overcome the disadvantageous situation. In addition, by adjusting the difficulty of controlling the intermediate base instead of the main team of the opponent team to be captured, it is easier to control the intermediate base against the inferior team while maintaining the superior situation of the opponent team, and it is suppressed. It is possible to indirectly support the capture of the opponent team's main team using the intermediate base as a foothold.
[変形例]
 なお、本発明の適用可能な実施形態は上述の実施形態に限定されることなく、本発明の趣旨を逸脱しない範囲で適宜変更可能なのは勿論である。
[Modification example]
It should be noted that the applicable embodiment of the present invention is not limited to the above-described embodiment, and of course, it can be appropriately changed without departing from the spirit of the present invention.
 例えば、上述の実施形態では、クライアント・サーバ型のコンピュータシステムであるゲームシステム1においてオンラインゲームを実現する例を挙げたが、複数の操作端末1500をピアツーピア接続したコンピュータシステムにおいて実現するとしてもよい。この場合、何れかの操作端末1500に、上述の実施形態のサーバシステム1000の機能を担わせる。或いは、複数の操作端末1500でゲーム管理部210の機能を分担して担う構成としてもよい。 For example, in the above-described embodiment, an example of realizing an online game in a game system 1 which is a client-server type computer system has been given, but it may be realized in a computer system in which a plurality of operation terminals 1500 are connected peer-to-peer. In this case, any operation terminal 1500 is made to carry out the function of the server system 1000 of the above-described embodiment. Alternatively, the functions of the game management unit 210 may be shared and shared by a plurality of operation terminals 1500.
 また、上述の実施形態では、ゲームの勝利条件として、先に相手チームの本陣12を攻略したチームを勝ちとし、制限時間を経過した時点でどちらのチームも相手チームの本陣12を攻略できなかった場合には、ゲージ値が多いチームの勝ちとした。しかし、勝利条件を次のようにしてもよい。すなわち、先に相手チームの本陣12を攻略したチームを勝ちとすることは変わらず、制限時間を経過した時点でどちらのチームも相手チームの本陣12を攻略できなかった場合には、制圧した中間拠点14の数が多いチームの勝ちとする。このように勝利条件を変更した場合には、ゲージ値を、制圧した中間拠点14の数に応じて増減させ、ゲーム進捗状況を示すようにしてもよい。 Further, in the above-described embodiment, as a victory condition of the game, the team that has captured the main team 12 of the opponent team first wins, and neither team can capture the main team 12 of the opponent team when the time limit has elapsed. In that case, the team with the highest gauge value wins. However, the victory conditions may be as follows. In other words, the team that captured the opponent team's main team 12 first will still win, and if neither team can capture the opponent team's main team 12 after the time limit has passed, the team that has captured the opponent team's main team 12 will still win. The team with the most bases 14 wins. When the victory condition is changed in this way, the gauge value may be increased or decreased according to the number of the controlled intermediate bases 14 to indicate the progress of the game.
 また、制圧した中間拠点14の数ではなく、中間拠点14毎に重みの異なる制圧ポイントを配分しておき、制圧ポイントの多いチームを勝ちとすることとしてもよい。この場合、ゲージ値を制圧ポイントの合計に応じて増減させ、ゲーム進捗状況を示すようにしてもよい。 Also, instead of the number of the suppressed intermediate bases 14, the suppression points with different weights may be distributed to each intermediate base 14, and the team with the most suppression points may win. In this case, the gauge value may be increased or decreased according to the total of the suppression points to indicate the progress of the game.
1…ゲームシステム
 1000…サーバシステム
  200…サーバ処理部
   202…プレーヤ管理部
   210…ゲーム管理部
    212…マッチング制御部
    214…キャラクタ制御部
    216…本陣ゲージ表示制御部
    220…中間拠点制圧制御部
     222…調整制御部
      224…調整度合変更部
  300…サーバ記憶部
   302…ゲームサーバプログラム
   304…配信用クライアントプログラム
   310…ゲーム初期設定データ
   330…プレーヤ管理データ
   340…プレイデータ
 1500…操作端末
3…プレーヤ
10…ゲームフィールド
12…本陣
 12a…第1チーム本陣、12b…第2チーム本陣
14…中間拠点
 16…制圧エリア
5(5a,5b)…キャラクタ
20…本陣ゲージ
 20a…第1チーム本陣ゲージ、20b…第2チーム本陣ゲージ
22…経過時間
24…制圧ゲージ
1 ... Game system 1000 ... Server system 200 ... Server processing unit 202 ... Player management unit 210 ... Game management unit 212 ... Matching control unit 214 ... Character control unit 216 ... Main team gauge display control unit 220 ... Intermediate base suppression control unit 222 ... Adjustment Control unit 224 ... Adjustment degree change unit 300 ... Server storage unit 302 ... Game server program 304 ... Distribution client program 310 ... Game initial setting data 330 ... Player management data 340 ... Play data 1500 ... Operation terminal 3 ... Player 10 ... Game field 12 ... Honjin 12a ... 1st team Honjin, 12b ... 2nd team Honjin 14 ... Intermediate base 16 ... Suppression area 5 (5a, 5b) ... Character 20 ... Honjin gauge 20a ... 1st team Honjin gauge, 20b ... 2nd team Honjin Gauge 22 ... Elapsed time 24 ... Suppression gauge

Claims (17)

  1.  第1チームと第2チームとが交戦するゲームを進行制御するコンピュータシステムであって、
     前記第1チームの第1チーム本陣と、前記第2チームの第2チーム本陣と、制圧することで拠点として利用可能となる互いのチームが制圧可能な中間拠点と、ゲーム空間に設定する設定部と、
     前記第1チームの本陣パラメータ値及び/又は前記第1チームのゲーム進捗状況に応じてゲージ値が増減する第1ゲージと、前記第2チームの本陣パラメータ値及び/又は前記第2チームのゲーム進捗状況に応じてゲージ値が増減する第2ゲージとを表示制御するゲージ表示制御部と、
     前記第1ゲージのゲージ値と前記第2ゲージのゲージ値とに基づいて、前記中間拠点の制圧難易度を調整する制御を行う調整制御部と、
     を備えるコンピュータシステム。
    It is a computer system that controls the progress of the game in which the first team and the second team engage.
    The first team main team of the first team, the second team main team of the second team, the intermediate base that can be used as a base by suppressing each other, and the setting unit set in the game space. When,
    The first gauge whose gauge value increases or decreases according to the main team parameter value and / or the game progress status of the first team, and the main team parameter value and / or the game progress of the second team of the second team. A gauge display control unit that displays and controls a second gauge whose gauge value increases or decreases depending on the situation,
    An adjustment control unit that controls to adjust the difficulty of suppressing the intermediate base based on the gauge value of the first gauge and the gauge value of the second gauge.
    A computer system equipped with.
  2.  前記中間拠点は、前記第1チーム本陣から見て、前記第2チーム本陣までの到達距離よりも短い到達距離で到達可能な位置であり、且つ、前記第2チーム本陣から見て、前記第1チーム本陣までの到達距離よりも短い到達距離で到達可能な位置にある、
     請求項1に記載のコンピュータシステム。
    The intermediate base is a position that can be reached with a reach shorter than the reach to the second team main team when viewed from the first team main team, and is the first position as seen from the second team main team. It is in a position that can be reached with a shorter reach than the reach to the team headquarters,
    The computer system according to claim 1.
  3.  前記調整制御部は、前記第1ゲージのゲージ値と前記第2ゲージのゲージ値との差、に基づいて前記制圧難易度を変更する、
     請求項1又は2に記載のコンピュータシステム。
    The adjustment control unit changes the suppression difficulty level based on the difference between the gauge value of the first gauge and the gauge value of the second gauge.
    The computer system according to claim 1 or 2.
  4.  前記調整制御部は、前記中間拠点を制圧しているチームの戦闘パラメータ値の変更、及び/又は、前記中間拠点を制圧していないチームの戦闘パラメータ値の変更を行うことで前記制圧難易度を調整する、
     請求項1~3の何れか一項に記載のコンピュータシステム。
    The adjustment control unit changes the battle parameter value of the team that controls the intermediate base and / or changes the battle parameter value of the team that does not control the intermediate base to control the difficulty level. adjust,
    The computer system according to any one of claims 1 to 3.
  5.  前記調整制御部は、前記中間拠点を制圧していないチームに所属する所与のキャラクタの戦闘パラメータ値を変更することで前記制圧難易度を調整する、
     請求項4に記載のコンピュータシステム。
    The adjustment control unit adjusts the suppression difficulty level by changing the battle parameter value of a given character belonging to the team that does not suppress the intermediate base.
    The computer system according to claim 4.
  6.  前記調整制御部は、前記中間拠点を制圧するための所与の制圧条件を変更することで前記制圧難易度を調整する、
     請求項1~5の何れか一項に記載のコンピュータシステム。
    The adjustment control unit adjusts the suppression difficulty level by changing a given suppression condition for suppressing the intermediate base.
    The computer system according to any one of claims 1 to 5.
  7.  前記調整制御部は、前記制圧難易度を調整する際の調整度合を可変に制御する調整度合変更部を有する、
     請求項1~6の何れか一項に記載のコンピュータシステム。
    The adjustment control unit has an adjustment degree changing unit that variably controls the adjustment degree when adjusting the suppression difficulty level.
    The computer system according to any one of claims 1 to 6.
  8.  前記中間拠点は、前記ゲーム空間に複数配置されており、
     前記調整度合変更部は、前記ゲーム空間中の前記中間拠点の配置位置に基づいて、各中間拠点に係る前記調整度合を変更する、
     請求項7に記載のコンピュータシステム。
    A plurality of the intermediate bases are arranged in the game space, and the intermediate bases are arranged in the game space.
    The adjustment degree changing unit changes the adjustment degree related to each intermediate base based on the arrangement position of the intermediate base in the game space.
    The computer system according to claim 7.
  9.  前記調整度合変更部は、前記第1チーム又は前記第2チームの本陣までの到達距離が相対的に近い前記中間拠点に係る調整度合を、相対的に遠い前記中間拠点に係る調整度合より小さくする、
     請求項8に記載のコンピュータシステム。
    The adjustment degree changing unit makes the adjustment degree of the intermediate base having a relatively short reach to the main team of the first team or the second team smaller than the adjustment degree of the intermediate base having a relatively long reach. ,
    The computer system according to claim 8.
  10.  前記調整度合変更部は、前記第1チームに所属するキャラクタの種類、レベル、レアリティ値、属性、及び戦闘能力値のうちの何れか(以下包括して「性状」という)と、前記第2チームに所属するキャラクタの性状とに基づいて、前記調整度合を変更する、
     請求項7~9の何れか一項に記載のコンピュータシステム。
    The adjustment degree changing unit includes any one of the type, level, rarity value, attribute, and combat ability value of the character belonging to the first team (hereinafter collectively referred to as "property") and the second team. The degree of adjustment is changed based on the characteristics of the character belonging to.
    The computer system according to any one of claims 7 to 9.
  11.  前記調整度合変更部は、前記第1チームに所属するキャラクタの性状に基づく前記第1チームの総合値と、前記第2チームに所属するキャラクタの性状に基づく前記第2チームの総合値とに基づいて、前記調整度合を変更する、
     請求項10に記載のコンピュータシステム。
    The adjustment degree changing unit is based on the total value of the first team based on the characteristics of the character belonging to the first team and the total value of the second team based on the characteristics of the character belonging to the second team. To change the degree of adjustment,
    The computer system according to claim 10.
  12.  前記調整度合変更部は、前記第1チームに所属するキャラクタの組み合わせと、前記第2チームに所属するキャラクタの組み合わせとに基づいて、前記調整度合を変更する、
     請求項7~11の何れか一項に記載のコンピュータシステム。
    The adjustment degree changing unit changes the adjustment degree based on the combination of the characters belonging to the first team and the combination of the characters belonging to the second team.
    The computer system according to any one of claims 7 to 11.
  13.  前記調整度合変更部は、前記第1チームに所属するキャラクタの前記ゲーム空間中の配置位置に基づくフォーメーションと、前記第2チームに所属するキャラクタの前記ゲーム空間中の配置位置に基づくフォーメーションとに基づいて、前記調整度合を変更する、
     請求項7~12の何れか一項に記載のコンピュータシステム。
    The adjustment degree changing unit is based on a formation based on the arrangement position of the character belonging to the first team in the game space and a formation based on the arrangement position of the character belonging to the second team in the game space. To change the degree of adjustment,
    The computer system according to any one of claims 7 to 12.
  14.  前記調整度合変更部は、前記ゲームの進行状況に基づいて、前記調整度合を変更する、
     請求項7~13の何れか一項に記載のコンピュータシステム。
    The adjustment degree changing unit changes the adjustment degree based on the progress of the game.
    The computer system according to any one of claims 7 to 13.
  15.  前記中間拠点は、前記ゲーム空間に複数配置されており、
     前記調整度合変更部は、各チームの前記中間拠点の制圧状況に基づいて、前記調整度合を変更する、
     請求項14に記載のコンピュータシステム。
    A plurality of the intermediate bases are arranged in the game space, and the intermediate bases are arranged in the game space.
    The adjustment degree changing unit changes the adjustment degree based on the suppression status of the intermediate base of each team.
    The computer system according to claim 14.
  16.  前記調整度合変更部は、前記ゲームの経過時間に基づいて、前記調整度合を変更する、
     請求項14又は15に記載のコンピュータシステム。
    The adjustment degree changing unit changes the adjustment degree based on the elapsed time of the game.
    The computer system according to claim 14 or 15.
  17.  請求項1~16の何れか一項に記載のコンピュータシステムであるサーバシステムと、
     各チームに所属するキャラクタを操作する各プレーヤがゲームプレイを行う操作端末と、
     を具備するゲームシステム。
    The server system, which is the computer system according to any one of claims 1 to 16,
    An operation terminal on which each player who operates a character belonging to each team plays a game,
    A game system equipped with.
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JP2005066043A (en) * 2003-08-25 2005-03-17 Nintendo Co Ltd Game apparatus and game program
JP2013198692A (en) * 2012-03-26 2013-10-03 Namco Bandai Games Inc Program, information storage medium, game device, and server system
JP2014073201A (en) * 2012-10-03 2014-04-24 Dna:Kk Information processor and game program
JP2018114192A (en) * 2017-01-20 2018-07-26 株式会社セガゲームス Information processing device and game program
JP2020081336A (en) * 2018-11-22 2020-06-04 株式会社スクウェア・エニックス Game program and game system

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Publication number Priority date Publication date Assignee Title
JP2005066043A (en) * 2003-08-25 2005-03-17 Nintendo Co Ltd Game apparatus and game program
JP2013198692A (en) * 2012-03-26 2013-10-03 Namco Bandai Games Inc Program, information storage medium, game device, and server system
JP2014073201A (en) * 2012-10-03 2014-04-24 Dna:Kk Information processor and game program
JP2018114192A (en) * 2017-01-20 2018-07-26 株式会社セガゲームス Information processing device and game program
JP2020081336A (en) * 2018-11-22 2020-06-04 株式会社スクウェア・エニックス Game program and game system

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